Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset (std::function< void(std::string)> out)
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult, Creature *source)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 769 of file game.h.

769 : int {
770 CHANGE_TAB,
771 QUIT,
772 FIRE, // Who knew, apparently you can do that in list_monsters
773 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 297 of file game.cpp.

297 :
299 scent_ptr( *this ),
302 m( *map_ptr ),
303 u( *u_ptr ),
304 scent( *scent_ptr ),
306 uquit( QUIT_NO ),
307 new_game( false ),
309 mostseen( 0 ),
312 next_npc_id( 1 ),
313 next_mission_id( 1 ),
317 seed( 0 ),
318 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
319{
327 world_generator = std::make_unique<worldfactory>();
328 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
329 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
330}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1023
pimpl< spell_events > spell_events_ptr
Definition: game.h:958
safe_mode_type safe_mode
Definition: game.h:1020
bool safe_mode_warning_logged
Definition: game.h:1034
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:952
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1068
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:978
event_bus & events()
Definition: game.cpp:2701
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:954
character_id next_npc_id
Definition: game.h:1036
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:956
void reset_light_level()
Definition: game.cpp:3545
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:957
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1025
pimpl< map > map_ptr
Definition: game.h:947
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1051
pimpl< live_view > liveview_ptr
Definition: game.h:949
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:955
pimpl< scent_map > scent_ptr
Definition: game.h:951
timed_event_manager & timed_events
Definition: game.h:966
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1063
int next_mission_id
Definition: game.h:1038
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:980
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:959
map & m
Definition: game.h:963
avatar & u
Definition: game.h:964
scent_map & scent
Definition: game.h:965
int user_action_counter
Definition: game.h:1057
live_view & liveview
Definition: game.h:950
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1060
pimpl< avatar > u_ptr
Definition: game.h:948
time_point remoteveh_cache_time
Definition: game.h:1044
static void achievement_attained(const achievement *a)
Definition: game.cpp:290
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11778 of file game.cpp.

11779{
11780 //If player is sleeping, get a dream from a carried artifact
11781 //Don't need to check that player is sleeping here, that's done before calling
11782 std::vector<item *> art_items = u.items_with( []( const item & it ) -> bool {
11783 return it.is_artifact();
11784 } );
11785 std::vector<item *> valid_arts;
11786 std::vector<std::vector<std::string>>
11787 valid_dreams; // Tracking separately so we only need to check its req once
11788 //Pull the list of dreams
11789 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11790 for( auto &it : art_items ) {
11791 //Pick only the ones with an applicable dream
11793 if( art && art->charge_req != ACR_NULL &&
11794 ( it->ammo_remaining() < it->ammo_capacity() ||
11795 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11796 add_msg( m_debug, "Checking artifact %s", it->tname() );
11797 if( check_art_charge_req( *it ) ) {
11798 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11799 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11800 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11801 valid_arts.push_back( it );
11802 valid_dreams.push_back( art->dream_msg_met );
11803 }
11804 } else {
11805 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11806 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11807 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11808 valid_arts.push_back( it );
11809 valid_dreams.push_back( art->dream_msg_unmet );
11810 }
11811 }
11812 }
11813 }
11814 if( !valid_dreams.empty() ) {
11815 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11816 const int selected = rng( 0, valid_arts.size() - 1 );
11817 auto it = valid_arts[selected];
11818 auto msg = random_entry( valid_dreams[selected] );
11819 const std::string &dream = string_format( _( msg ), it->tname() );
11820 add_msg( dream );
11821 } else {
11822 add_msg( m_debug, "Didn't have any dreams, sorry" );
11823 }
11824}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
Definition: item.h:179
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7281
bool is_artifact() const
Definition: item.cpp:6862
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7308
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4478
const itype * type
Definition: item.h:2171
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
@ m_debug
Definition: enums.h:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11481
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:866
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), item::ammo_capacity(), item::ammo_remaining(), itype::artifact, check_art_charge_req(), item::is_artifact(), visitable< T >::items_with(), m_debug, random_entry(), rng(), string_format(), item::tname(), item::type, u, and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11600 of file game.cpp.

11601{
11602 int net_str = 0;
11603 int net_dex = 0;
11604 int net_per = 0;
11605 int net_int = 0;
11606 int net_speed = 0;
11607
11608 for( auto &i : effects ) {
11609 switch( i ) {
11610 case AEP_STR_UP:
11611 net_str += 4;
11612 break;
11613 case AEP_DEX_UP:
11614 net_dex += 4;
11615 break;
11616 case AEP_PER_UP:
11617 net_per += 4;
11618 break;
11619 case AEP_INT_UP:
11620 net_int += 4;
11621 break;
11622 case AEP_ALL_UP:
11623 net_str += 2;
11624 net_dex += 2;
11625 net_per += 2;
11626 net_int += 2;
11627 break;
11628 case AEP_STR_DOWN:
11629 net_str -= 3;
11630 break;
11631 case AEP_DEX_DOWN:
11632 net_dex -= 3;
11633 break;
11634 case AEP_PER_DOWN:
11635 net_per -= 3;
11636 break;
11637 case AEP_INT_DOWN:
11638 net_int -= 3;
11639 break;
11640 case AEP_ALL_DOWN:
11641 net_str -= 2;
11642 net_dex -= 2;
11643 net_per -= 2;
11644 net_int -= 2;
11645 break;
11646
11647 case AEP_SPEED_UP:
11648 net_speed += 20;
11649 break;
11650 case AEP_SPEED_DOWN:
11651 net_speed -= 20;
11652 break;
11653
11654 case AEP_PBLUE:
11655 break; // No message
11656
11657 case AEP_SNAKES:
11658 add_msg( m_warning, _( "Your skin feels slithery." ) );
11659 break;
11660
11661 case AEP_INVISIBLE:
11662 add_msg( m_good, _( "You fade into invisibility!" ) );
11663 break;
11664
11665 case AEP_CLAIRVOYANCE:
11667 add_msg( m_good, _( "You can see through walls!" ) );
11668 break;
11669
11671 add_msg( m_good, _( "You can see through everything!" ) );
11672 break;
11673
11674 case AEP_STEALTH:
11675 add_msg( m_good, _( "Your steps stop making noise." ) );
11676 break;
11677
11678 case AEP_GLOW:
11679 add_msg( _( "A glow of light forms around you." ) );
11680 break;
11681
11682 case AEP_PSYSHIELD:
11683 add_msg( m_good, _( "Your mental state feels protected." ) );
11684 break;
11685
11687 add_msg( m_good, _( "You feel insulated." ) );
11688 break;
11689
11690 case AEP_CARRY_MORE:
11691 add_msg( m_good, _( "Your back feels strengthened." ) );
11692 break;
11693
11694 case AEP_FUN:
11695 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11696 break;
11697
11698 case AEP_HUNGER:
11699 add_msg( m_warning, _( "You feel hungry." ) );
11700 break;
11701
11702 case AEP_THIRST:
11703 add_msg( m_warning, _( "You feel thirsty." ) );
11704 break;
11705
11706 case AEP_EVIL:
11707 add_msg( m_warning, _( "You feel an evil presence…" ) );
11708 break;
11709
11710 case AEP_SCHIZO:
11711 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11712 break;
11713
11714 case AEP_RADIOACTIVE:
11715 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11716 break;
11717
11718 case AEP_MUTAGENIC:
11719 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11720 break;
11721
11722 case AEP_ATTENTION:
11723 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11724 break;
11725
11726 case AEP_FORCE_TELEPORT:
11727 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11728 break;
11729
11730 case AEP_MOVEMENT_NOISE:
11731 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11732 break;
11733
11734 case AEP_BAD_WEATHER:
11735 add_msg( m_warning, _( "You feel storms coming." ) );
11736 break;
11737
11738 case AEP_SICK:
11739 add_msg( m_bad, _( "You feel unwell." ) );
11740 break;
11741
11742 case AEP_SMOKE:
11743 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11744 break;
11745 default:
11746 //Suppress warnings
11747 break;
11748 }
11749 }
11750
11751 std::string stat_info;
11752 if( net_str != 0 ) {
11753 stat_info += string_format( _( "Str %s%d! " ),
11754 ( net_str > 0 ? "+" : "" ), net_str );
11755 }
11756 if( net_dex != 0 ) {
11757 stat_info += string_format( _( "Dex %s%d! " ),
11758 ( net_dex > 0 ? "+" : "" ), net_dex );
11759 }
11760 if( net_int != 0 ) {
11761 stat_info += string_format( _( "Int %s%d! " ),
11762 ( net_int > 0 ? "+" : "" ), net_int );
11763 }
11764 if( net_per != 0 ) {
11765 stat_info += string_format( _( "Per %s%d! " ),
11766 ( net_per > 0 ? "+" : "" ), net_per );
11767 }
11768
11769 if( !stat_info.empty() ) {
11770 add_msg( m_neutral, stat_info );
11771 }
11772
11773 if( net_speed != 0 ) {
11774 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11775 }
11776}
@ m_good
Definition: enums.h:260
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
@ m_warning
Definition: enums.h:264
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 2996 of file game.cpp.

2997{
2998 draw_callbacks.erase(
2999 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3000 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3001 return cbw.expired();
3002 } ),
3003 draw_callbacks.end()
3004 );
3005 draw_callbacks.emplace_back( cb );
3006 cb->added = true;
3008}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:2961
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:225
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1873 of file game.cpp.

1874{
1875 follower_ids.insert( id );
1876 u.follower_ids.insert( id );
1877}
std::set< character_id > follower_ids
Definition: game.h:1039
std::set< character_id > follower_ids
Definition: player.h:393

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 11936 of file game.cpp.

11937{
11938 return Creature_range( *this );
11939}
friend class Creature_range
Definition: game.h:334

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 11941 of file game.cpp.

11942{
11943 return monster_range( *this );
11944}
friend class monster_range
Definition: game.h:333

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 11946 of file game.cpp.

11947{
11948 return npc_range( *this );
11949}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11850 of file game.cpp.

11851{
11852 return get_npcs_if( [&]( const npc & guy ) {
11853 if( !guy.is_hallucination() ) {
11854 return guy.is_ally( g->u );
11855 } else {
11856 return false;
11857 }
11858 } );
11859}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11873
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3274

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1861 of file game.cpp.

1862{
1863 int ret = next_mission_id;
1865 return ret;
1866}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3553 of file game.cpp.

3554{
3556 ++next_npc_id;
3557 return ret;
3558}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1660 of file game.cpp.

1661{
1662 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1663 vehicle *&v = veh.v;
1664 if( v->is_following ) {
1665 v->drive_to_local_target( m.getabs( u.pos() ), true );
1666 } else if( v->is_patrolling ) {
1667 v->autopilot_patrol();
1668 }
1669 }
1670}
const tripoint & pos() const override
Definition: character.cpp:576
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8276
VehicleList get_vehicles()
Definition: map.cpp:237
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1983
bool is_patrolling
Definition: vehicle.h:1984
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11267 of file game.cpp.

11268{
11269 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11270 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11271 return;
11272 }
11273 quicksave(); //Driving checks are handled by quicksave()
11274}
time_t last_save_timestamp
Definition: game.h:1041
void quicksave()
Definition: game.cpp:11222
@ time
Recharges slowly with time.

References last_save_timestamp, quicksave(), and time.

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8263 of file game.cpp.

8264{
8265 static const std::string salvage_string = "salvage";
8266 if( u.controlling_vehicle ) {
8267 add_msg( m_info, _( "You can't butcher while driving!" ) );
8268 return;
8269 }
8270
8271 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8272 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8273 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8274 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8275
8276 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8277 if( m.has_flag( "SEALED", u.pos() ) ) {
8278 if( m.sees_some_items( u.pos(), u ) ) {
8279 add_msg( m_info, _( "You can't access the items here." ) );
8280 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8281 add_msg( m_info, no_corpse_msg );
8282 } else {
8283 add_msg( m_info, no_knife_msg );
8284 }
8285 return;
8286 }
8287
8288 const item *first_item_without_tools = nullptr;
8289 // Indices of relevant items
8290 std::vector<map_stack::iterator> corpses;
8291 std::vector<map_stack::iterator> disassembles;
8292 std::vector<map_stack::iterator> salvageables;
8293 map_stack items = m.i_at( u.pos() );
8294 const inventory &crafting_inv = u.crafting_inventory();
8295
8296 // TODO: Properly handle different material whitelists
8297 // TODO: Improve quality of this section
8298 auto salvage_filter = []( item it ) {
8299 const auto usable = it.get_usable_item( salvage_string );
8300 return usable != nullptr;
8301 };
8302
8303 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8304 int salvage_tool_index = INT_MIN;
8305 item *salvage_tool = nullptr;
8306 const salvage_actor *salvage_iuse = nullptr;
8307 if( !salvage_tools.empty() ) {
8308 salvage_tool = salvage_tools.front();
8309 salvage_tool_index = u.get_item_position( salvage_tool );
8310 item *usable = salvage_tool->get_usable_item( salvage_string );
8311 salvage_iuse = dynamic_cast<const salvage_actor *>(
8312 usable->get_use( salvage_string )->get_actor_ptr() );
8313 }
8314
8315 // Reserve capacity for each to hold entire item set if necessary to prevent
8316 // reallocations later on
8317 corpses.reserve( items.size() );
8318 salvageables.reserve( items.size() );
8319 disassembles.reserve( items.size() );
8320
8321 // Split into corpses, disassemble-able, and salvageable items
8322 // It's not much additional work to just generate a corpse list and
8323 // clear it later, but does make the splitting process nicer.
8324 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8325 if( it->is_corpse() ) {
8326 corpses.push_back( it );
8327 } else {
8328 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8329 salvageables.push_back( it );
8330 }
8331 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8332 disassembles.push_back( it );
8333 } else if( !first_item_without_tools ) {
8334 first_item_without_tools = &*it;
8335 }
8336 }
8337 }
8338
8339 // Clear corpses if butcher and dissect factors are INT_MIN
8340 if( factor == INT_MIN && factorD == INT_MIN ) {
8341 corpses.clear();
8342 }
8343
8344 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8345 if( factor > INT_MIN || factorD > INT_MIN ) {
8346 add_msg( m_info, no_corpse_msg );
8347 } else {
8348 add_msg( m_info, no_knife_msg );
8349 }
8350
8351 if( first_item_without_tools ) {
8352 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8353 // Just for the "You need x to disassemble y" messages
8354 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8355 if( !ret.success() ) {
8356 add_msg( m_info, "%s", ret.c_str() );
8357 }
8358 }
8359 return;
8360 }
8361
8362 Creature *hostile_critter = is_hostile_very_close();
8363 if( hostile_critter != nullptr ) {
8364 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8365 hostile_critter->disp_name() ) ) {
8366 return;
8367 }
8368 }
8369
8370 // Magic indices for special butcher options
8371 enum : int {
8372 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8373 MULTIBUTCHER,
8374 MULTIDISASSEMBLE_ONE,
8375 MULTIDISASSEMBLE_ALL,
8376 NUM_BUTCHER_ACTIONS
8377 };
8378 // What are we butchering (i.e.. which vector to pick indices from)
8379 enum {
8380 BUTCHER_CORPSE,
8381 BUTCHER_DISASSEMBLE,
8382 BUTCHER_SALVAGE,
8383 BUTCHER_OTHER // For multisalvage etc.
8384 } butcher_select = BUTCHER_CORPSE;
8385 // Index to std::vector of iterators...
8386 int indexer_index = 0;
8387
8388 // Generate the indexed stacks so we can display them nicely
8389 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8390 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8391 // Always ask before cutting up/disassembly, but not before butchery
8392 size_t ret = 0;
8393 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8394 uilist kmenu;
8395 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8396
8397 size_t i = 0;
8398 // Add corpses, disassembleables, and salvagables to the UI
8399 add_corpses( kmenu, corpses, i );
8400 add_disassemblables( kmenu, disassembly_stacks, i );
8401 if( salvage_iuse && !salvageables.empty() ) {
8402 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8403 }
8404
8405 if( corpses.size() > 1 ) {
8406 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8407 }
8408 if( disassembles.size() > 1 ) {
8409 int time_to_disassemble = 0;
8410 int time_to_disassemble_all = 0;
8411 for( const auto &stack : disassembly_stacks ) {
8412 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8413 time_to_disassemble += time;
8414 time_to_disassemble_all += time * stack.second;
8415 }
8416
8417 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8418 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8419 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8420 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8421 }
8422 if( salvage_iuse && salvageables.size() > 1 ) {
8423 int time_to_salvage = 0;
8424 for( const auto &stack : salvage_stacks ) {
8425 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8426 }
8427
8428 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8429 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8430 }
8431
8432 kmenu.query();
8433
8434 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8435 return;
8436 }
8437
8438 ret = static_cast<size_t>( kmenu.ret );
8439 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8440 butcher_select = BUTCHER_OTHER;
8441 indexer_index = ret;
8442 } else if( ret < corpses.size() ) {
8443 butcher_select = BUTCHER_CORPSE;
8444 indexer_index = ret;
8445 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8446 butcher_select = BUTCHER_DISASSEMBLE;
8447 indexer_index = ret - corpses.size();
8448 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8449 butcher_select = BUTCHER_SALVAGE;
8450 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8451 } else {
8452 debugmsg( "Invalid butchery index: %d", ret );
8453 return;
8454 }
8455 }
8456
8457 if( !u.has_morale_to_craft() ) {
8458 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8459 add_msg( m_info,
8460 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8461 } else {
8462 add_msg( m_info,
8463 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8464 }
8465 return;
8466 }
8467 const auto helpers = u.get_crafting_helpers( 3 );
8468 for( const npc *np : helpers ) {
8469 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8470 }
8471 switch( butcher_select ) {
8472 case BUTCHER_OTHER:
8473 switch( indexer_index ) {
8474 case MULTISALVAGE:
8475 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8476 break;
8477 case MULTIBUTCHER:
8478 butcher_submenu( corpses );
8479 for( map_stack::iterator &it : corpses ) {
8480 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8481 }
8482 break;
8483 case MULTIDISASSEMBLE_ONE:
8484 crafting::disassemble_all( u, false );
8485 break;
8486 case MULTIDISASSEMBLE_ALL:
8488 break;
8489 default:
8490 debugmsg( "Invalid butchery type: %d", indexer_index );
8491 return;
8492 }
8493 break;
8494 case BUTCHER_CORPSE: {
8495 butcher_submenu( corpses, indexer_index );
8496 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8497 }
8498 break;
8499 case BUTCHER_DISASSEMBLE: {
8500 // Pick index of first item in the disassembly stack
8501 item *const target = &*disassembly_stacks[indexer_index].first;
8503 }
8504 break;
8505 case BUTCHER_SALVAGE: {
8506 if( !salvage_iuse || !salvage_tool ) {
8507 debugmsg( "null salve_iuse or salvage_tool" );
8508 } else {
8509 // Pick index of first item in the salvage stack
8510 item *const target = &*salvage_stacks[indexer_index].first;
8511 item_location item_loc( map_cursor( u.pos() ), target );
8512 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8513 }
8514 }
8515 break;
8516 }
8517}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:246
player_activity activity
Definition: character.h:1510
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2314
bool has_morale_to_craft() const
Definition: crafting.cpp:335
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:553
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:8925
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3567
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7868
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7842
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2293
map_stack i_at(const tripoint &p)
Definition: map.cpp:4090
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4736
std::vector< item_location > targets
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2308
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8113
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8071
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8092
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8024
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8059
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1875
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2074
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2085
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:314
string_id< quality > quality_id
Definition: type_id.h:181

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1240 of file game.cpp.

1241{
1242 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1244 return;
1245 }
1246 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1247 const int light_sight_range = u.sight_range( g_light_level );
1248 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1249
1250 // The maximal offset will leave at least this many tiles
1251 // between the PC and the edge of the main window.
1252 static const int border_range = 2;
1253 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1254 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1255
1256 // velocity at or below this results in no offset at all
1257 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1258 // velocity at or above this results in maximal offset
1259 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1261 float velocity = veh->velocity;
1262 rl_vec2d offset = veh->move_vec();
1263 if( !veh->skidding && veh->player_in_control( u ) &&
1264 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1265 // Use the cruise controlled velocity, but only if
1266 // it is not too different from the actual velocity.
1267 // The actual velocity changes too often (see above slowdown).
1268 // Using it makes would make the offset change far too often.
1269 offset = veh->face_vec();
1270 velocity = veh->cruise_velocity;
1271 }
1272 float rel_offset;
1273 if( std::fabs( velocity ) < min_offset_vel ) {
1274 rel_offset = 0;
1275 } else if( std::fabs( velocity ) > max_offset_vel ) {
1276 rel_offset = ( velocity > 0 ) ? 1 : -1;
1277 } else {
1278 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1279 }
1280 // Squeeze into the corners, by making the offset vector longer,
1281 // the PC is still in view as long as both offset.x and
1282 // offset.y are <= 1
1283 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1284 offset.y /= std::fabs( offset.x );
1285 offset.x = ( offset.x > 0 ) ? +1 : -1;
1286 } else if( std::fabs( offset.y ) > 0.2 ) {
1287 offset.x /= std::fabs( offset.y );
1288 offset.y = offset.y > 0 ? +1 : -1;
1289 }
1290 offset.x *= rel_offset;
1291 offset.y *= rel_offset;
1292 offset.x *= max_offset.x;
1293 offset.y *= max_offset.y;
1294 // [ ----@---- ] sight=6
1295 // [ --@------ ] offset=2
1296 // [ -@------# ] offset=3
1297 // can see sights square in every direction, total visible area is
1298 // (2*sight+1)x(2*sight+1), but the window is only
1299 // getmaxx(w_terrain) x getmaxy(w_terrain)
1300 // The area outside of the window is maxoff (sight-getmax/2).
1301 // If that value is <= 0, the whole visible area fits the window.
1302 // don't apply the view offset at all.
1303 // If the offset is > maxoff, only apply at most maxoff, everything
1304 // above leads to invisible area in front of the car.
1305 // It will display (getmax/2+offset) squares in one direction and
1306 // (getmax/2-offset) in the opposite direction (centered on the PC).
1307 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1308 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1309 if( maxoff.x <= 0 ) {
1310 offset.x = 0;
1311 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1312 offset.x = maxoff.x;
1313 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1314 offset.x = -maxoff.x;
1315 }
1316 if( maxoff.y <= 0 ) {
1317 offset.y = 0;
1318 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1319 offset.y = maxoff.y;
1320 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1321 offset.y = -maxoff.y;
1322 }
1323
1324 // Turn the offset into a vector that increments the offset toward the desired position
1325 // instead of setting it there instantly, should smooth out jerkiness.
1326 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1327
1328 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1329 ( offset_difference.y < 0 ) ? -1 : 1 );
1330 // Shift the current offset in the direction of the calculated offset by one tile
1331 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1332 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1333 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1334 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1335 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1336
1337 set_driving_view_offset( point( offset.x, offset.y ) );
1338}
int posz() const override
Definition: character.h:786
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:581
point driving_view_offset
Definition: game.h:997
catacurses::window w_terrain
Definition: game.h:987
void set_driving_view_offset(const point &p)
Definition: game.cpp:1597
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3539
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1999
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
int cruise_velocity
Definition: vehicle.h:1920
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1222
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1699 of file game.cpp.

1700{
1702 if( u.has_distant_destination() ) {
1703 if( cancel_auto_move( u, text ) ) {
1704 return true;
1705 } else {
1707 return false;
1708 }
1709 }
1711 return false;
1712 }
1713 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1714 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1716
1717 const auto &action = query_popup()
1718 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1719 .message( force_uc ?
1720 pgettext( "cancel_activity_or_ignore_query",
1721 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1722 pgettext( "cancel_activity_or_ignore_query",
1723 "<color_light_red>%s %s</color>" ),
1724 text, u.activity.get_stop_phrase() )
1725 .option( "YES", allow_key )
1726 .option( "NO", allow_key )
1727 .option( "MANAGER", allow_key )
1728 .option( "IGNORE", allow_key )
1729 .query()
1730 .action;
1731
1732 if( action == "YES" ) {
1734 return true;
1735 }
1736 if( action == "IGNORE" ) {
1738 for( auto &activity : u.backlog ) {
1739 activity.ignore_distraction( type );
1740 }
1741 }
1742 if( action == "MANAGER" ) {
1745 return true;
1746 }
1747
1750
1751 return false;
1752}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:8968
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1511
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:545
static const input_event_filter disallow_lower_case
Definition: input.h:544
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
distraction_manager::distraction_manager_gui & get_distraction_manager()
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1686
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), get_distraction_manager(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), distraction_manager::distraction_manager_gui::show(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1754 of file game.cpp.

1755{
1757 if( u.has_distant_destination() ) {
1758 if( cancel_auto_move( u, text ) ) {
1759 return true;
1760 } else {
1762 return false;
1763 }
1764 }
1765 if( !u.activity ) {
1766 return false;
1767 }
1768 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1772 return true;
1773 }
1774 return false;
1775}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9000

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1672 of file game.cpp.

1674{
1675 //spawn the corpse, rotten by a part of the duration
1677 catch_duration ) ) );
1678 if( u.sees( pos ) ) {
1679 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1680 }
1681 //quietly kill the caught
1682 fish->no_corpse_quiet = true;
1683 fish->die( p );
1684}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4235
bool no_corpse_quiet
Definition: monster.h:484
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2267
const mtype * type
Definition: monster.h:480
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:2219
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 395 of file npctalk.cpp.

396{
397 int volume = u.get_shout_volume();
398
399 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
400 // TODO: Get rid of the z-level check when z-level vision gets "better"
401 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
402 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
403 } );
404 const int available_count = available.size();
405 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
406 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
407 } );
408 const int follower_count = followers.size();
409 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
410 return guy.mission == NPC_MISSION_GUARD_ALLY &&
411 guy.companion_mission_role_id != "FACTION_CAMP" &&
412 guy.can_hear( u.pos(), volume );
413 } );
414 const int guard_count = guards.size();
415
416 if( u.has_trait( trait_PROF_FOODP ) && !( u.is_wearing( itype_id( "foodperson_mask" ) ) ||
417 u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
418 u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
419 return;
420 }
421 std::vector<vehicle *> animal_vehicles;
422 std::vector<vehicle *> following_vehicles;
423 std::vector<vehicle *> magic_vehicles;
424 std::vector<vehicle *> magic_following_vehicles;
425 for( auto &veh : m.get_vehicles() ) {
426 auto &v = veh.v;
427 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( u ) ) {
428 animal_vehicles.push_back( v );
429 if( v->is_following ) {
430 following_vehicles.push_back( v );
431 }
432 }
433 if( v->magic ) {
434 for( const vpart_reference &vp : v->get_all_parts() ) {
435 const vpart_info &vpi = vp.info();
436 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
437 magic_vehicles.push_back( v );
438 if( v->is_following ) {
439 magic_following_vehicles.push_back( v );
440 }
441 break;
442 }
443 }
444 }
445 }
446
447 uilist nmenu;
448 nmenu.text = std::string( _( "What do you want to do?" ) );
449
450 if( !available.empty() ) {
451 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
452 string_format( _( "Talk to %s" ), available.front()->name ) :
453 _( "Talk to…" )
454 );
455 }
456 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
457 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
458 if( !animal_vehicles.empty() ) {
460 _( "Whistle at your animals pulling vehicles to follow you." ) );
461 }
462 if( !magic_vehicles.empty() ) {
464 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
465 }
466 if( !magic_following_vehicles.empty() ) {
468 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
469 }
470 if( !following_vehicles.empty() ) {
472 _( "Whistle at your animals pulling vehicles to stop following you." ) );
473 }
474 if( !guards.empty() ) {
475 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
476 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
477 _( "Tell someone to follow…" )
478 );
479 }
480 if( !followers.empty() ) {
481 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
482 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
483 _( "Tell someone to guard…" )
484 );
485 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
486 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
487 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
488 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
489 _( "Tell everyone on your team to prepare for danger" ) );
490 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
491 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
492 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
493 }
494 std::string message;
495 std::string yell_msg;
496 bool is_order = true;
497 nmenu.query();
498
499 if( nmenu.ret < 0 ) {
500 return;
501 }
502
503 switch( nmenu.ret ) {
504 case NPC_CHAT_TALK: {
505 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
506 if( npcselect < 0 ) {
507 return;
508 }
509 available[npcselect]->talk_to_u();
510 break;
511 }
512 case NPC_CHAT_YELL:
513 is_order = false;
514 message = _( "loudly." );
515 break;
516 case NPC_CHAT_SENTENCE: {
517 std::string popupdesc = _( "Enter a sentence to yell" );
519 popup.title( _( "Yell a sentence" ) )
520 .width( 64 )
521 .description( popupdesc )
522 .identifier( "sentence" )
523 .max_length( 128 )
524 .query();
525 yell_msg = popup.text();
526 is_order = false;
527 break;
528 }
529 case NPC_CHAT_GUARD: {
530 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
531 if( npcselect < 0 ) {
532 return;
533 }
534 if( npcselect == follower_count ) {
535 for( npc *them : followers ) {
537 }
538 yell_msg = _( "Everyone guard here!" );
539 } else {
540 talk_function::assign_guard( *followers[npcselect] );
541 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
542 }
543 break;
544 }
545 case NPC_CHAT_FOLLOW: {
546 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
547 if( npcselect < 0 ) {
548 return;
549 }
550 if( npcselect == guard_count ) {
551 for( npc *them : guards ) {
553 }
554 yell_msg = _( "Everyone follow me!" );
555 } else {
556 talk_function::stop_guard( *guards[npcselect] );
557 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
558 }
559 break;
560 }
561 case NPC_CHAT_AWAKE:
562 for( npc *them : followers ) {
563 talk_function::wake_up( *them );
564 }
565 yell_msg = _( "Stay awake!" );
566 break;
567 case NPC_CHAT_MOUNT:
568 for( npc *them : followers ) {
569 if( them->has_effect( effect_riding ) ) {
570 continue;
571 }
573 }
574 yell_msg = _( "Mount up!" );
575 break;
577 for( npc *them : followers ) {
578 if( them->has_effect( effect_riding ) ) {
579 them->npc_dismount();
580 }
581 }
582 yell_msg = _( "Dismount!" );
583 break;
584 case NPC_CHAT_DANGER:
585 for( npc *them : followers ) {
586 them->rules.set_danger_overrides();
587 }
588 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
589 "and don't open any doors." );
590 break;
592 for( npc *p : followers ) {
594 }
595 yell_msg = _( "As you were." );
596 break;
597 case NPC_CHAT_ORDERS:
598 npc_temp_orders_menu( followers );
599 break;
602 break;
605 break;
608 break;
611 break;
612 default:
613 return;
614 }
615
616 if( !yell_msg.empty() ) {
617 message = string_format( "\"%s\"", yell_msg );
618 }
619 if( !message.empty() ) {
620 add_msg( _( "You yell %s" ), message );
621 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
622 }
623
624 u.moves -= 100;
625}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:555
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7499
bool can_hear(const tripoint &source, int volume) const
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3152
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
int get_shout_volume() const
Definition: character.cpp:7456
int moves
Definition: creature.h:570
std::string companion_mission_role_id
Definition: npc.h:1314
npc_mission mission
Definition: npc.h:1321
bool is_player_ally() const
Definition: npc.cpp:2001
bool is_following() const
Definition: npc.cpp:2032
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:411
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4127
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:221
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:378
static void tell_veh_stop_following()
Definition: npctalk.cpp:341
static void assign_veh_to_follow()
Definition: npctalk.cpp:352
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:253
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:215
@ NPC_CHAT_YELL
Definition: npctalk.cpp:196
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:199
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:198
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:202
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:204
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:197
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:211
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:203
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:200
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:213
@ NPC_CHAT_TALK
Definition: npctalk.cpp:195
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:214
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:362
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), player::add_msg_if_player(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, get_npcs_if(), Character::get_shout_volume(), map::get_vehicles(), vpart_info::has_flag(), Character::has_trait(), npc::is_following(), npc::is_player_ally(), Character::is_wearing(), m, m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 5984 of file game.cpp.

5985{
5986 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
5987}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8519 of file game.cpp.

8520{
8521 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8522 // Already warned player since safe_mode_warning_logged is set.
8523 return false;
8524 }
8525
8526 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8527 if( !msg_ignore.empty() ) {
8528 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8529 // Operate on a wide-char basis to prevent corrupted multi-byte string
8530 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8531 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8532 }
8533
8535 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8536 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8538 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8539 } else {
8541 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8542 }
8544 return false;
8545 }
8546 if( safe_mode != SAFE_MODE_STOP ) {
8547 return true;
8548 }
8549 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8550 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8551 return true;
8552 }
8553 // Monsters around and we don't want to run
8554 std::string spotted_creature_name;
8555 const monster_visible_info &mon_visible = u.get_mon_visible();
8556 const auto &new_seen_mon = mon_visible.new_seen_mon;
8557
8558 if( new_seen_mon.empty() ) {
8559 // naming consistent with code in game::mon_info
8560 spotted_creature_name = _( "a survivor" );
8562 } else {
8563 spotted_creature_name = new_seen_mon.back()->name();
8564 get_safemode().lastmon_whitelist = spotted_creature_name;
8565 }
8566
8567 std::string whitelist;
8568 if( !get_safemode().empty() ) {
8569 whitelist = string_format( _( " or %s to whitelist the monster" ),
8571 }
8572
8573 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8575 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8576 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8578 return false;
8579}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1180
int get_int_base() const override
Definition: avatar.cpp:1022
monster_visible_info & get_mon_visible()
Definition: avatar.h:212
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:288
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:293
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:41

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 5979 of file game.cpp.

5980{
5981 return zone_manager::get_manager().has( type, m.getabs( where ) );
5982}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 936 of file game.cpp.

937{
938 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
939 // Put (non-hallucinations) into the overmap so they are not lost.
940 for( monster &critter : all_monsters() ) {
941 despawn_monster( critter );
942 }
943 // Reset NPC factions and disposition
945 // Save the factions', missions and set the NPC's overmap coordinates
946 // Npcs are saved in the overmap.
947 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
948 // save artifacts.
950
951 // and the overmap, and the local map.
952 save_maps(); //Omap also contains the npcs who need to be saved.
953 }
954
955 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
956 std::vector<std::string> vRip;
957
958 int iMaxWidth = 0;
959 int iNameLine = 0;
960 int iInfoLine = 0;
961
964 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
965 vRip.emplace_back( " _______ ___" );
966 vRip.emplace_back( " < `/ |" );
967 vRip.emplace_back( " > _ _ (" );
968 vRip.emplace_back( " | |_) | |_) |" );
969 vRip.emplace_back( " | | \\ | | |" );
970 vRip.emplace_back( " ______.__%_| |_________ __" );
971 vRip.emplace_back( " _/ \\| |" );
972 iNameLine = vRip.size();
973 vRip.emplace_back( "| <" );
974 vRip.emplace_back( "| |" );
975 iMaxWidth = utf8_width( vRip.back() );
976 vRip.emplace_back( "| |" );
977 vRip.emplace_back( "|_____.-._____ __/|_________|" );
978 vRip.emplace_back( " | |" );
979 iInfoLine = vRip.size();
980 vRip.emplace_back( " | |" );
981 vRip.emplace_back( " | <" );
982 vRip.emplace_back( " | |" );
983 vRip.emplace_back( " | _ |" );
984 vRip.emplace_back( " |__/ |" );
985 vRip.emplace_back( " % / `--. |%" );
986 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
987 vRip.emplace_back( " `\\%`@| |@@%@%%" );
988 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
989 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
990
991 } else {
992 vRip.emplace_back( " _______ ___" );
993 vRip.emplace_back( " | \\/ |" );
994 vRip.emplace_back( " | |" );
995 vRip.emplace_back( " | |" );
996 iInfoLine = vRip.size();
997 vRip.emplace_back( " | |" );
998 vRip.emplace_back( " | |" );
999 vRip.emplace_back( " | |" );
1000 vRip.emplace_back( " | |" );
1001 vRip.emplace_back( " | <" );
1002 vRip.emplace_back( " | _ |" );
1003 vRip.emplace_back( " |__/ |" );
1004 vRip.emplace_back( " ______.__%_| |__________ _" );
1005 vRip.emplace_back( " _/ \\| \\" );
1006 iNameLine = vRip.size();
1007 vRip.emplace_back( "| <" );
1008 vRip.emplace_back( "| |" );
1009 iMaxWidth = utf8_width( vRip.back() );
1010 vRip.emplace_back( "| |" );
1011 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1012 vRip.emplace_back( " % / `_-. _ |%" );
1013 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1014 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1015 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1016 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1017 }
1018 } else {
1019 vRip.emplace_back( R"( _________ ____ )" );
1020 vRip.emplace_back( R"( _/ `/ \_ )" );
1021 vRip.emplace_back( R"( _/ _ _ \_. )" );
1022 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1023 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1024 vRip.emplace_back( R"( _/ \_ )" );
1025 vRip.emplace_back( R"(| |)" );
1026 iNameLine = vRip.size();
1027 vRip.emplace_back( R"( ) < )" );
1028 vRip.emplace_back( R"(| |)" );
1029 vRip.emplace_back( R"(| |)" );
1030 vRip.emplace_back( R"(| _ |)" );
1031 vRip.emplace_back( R"(|__/ |)" );
1032 iMaxWidth = utf8_width( vRip.back() );
1033 vRip.emplace_back( R"( / `--. |)" );
1034 vRip.emplace_back( R"(| ( )" );
1035 iInfoLine = vRip.size();
1036 vRip.emplace_back( R"(| |)" );
1037 vRip.emplace_back( R"(| |)" );
1038 vRip.emplace_back( R"(| % . |)" );
1039 vRip.emplace_back( R"(| @` %% |)" );
1040 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1041 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1042 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1043 }
1044
1045 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1046 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1047
1049 point( iOffsetX, iOffsetY ) );
1050 draw_border( w_rip );
1051
1052 sfx::do_player_death_hurt( g->u, true );
1057
1058 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1059 size_t iX = 0;
1060 const char *str = vRip[iY].data();
1061 for( int slen = vRip[iY].size(); slen > 0; ) {
1062 const uint32_t cTemp = UTF8_getch( &str, &slen );
1063 if( cTemp != U' ' ) {
1064 nc_color ncColor = c_light_gray;
1065
1066 if( cTemp == U'%' ) {
1067 ncColor = c_green;
1068
1069 } else if( cTemp == U'_' || cTemp == U'|' ) {
1070 ncColor = c_white;
1071
1072 } else if( cTemp == U'@' ) {
1073 ncColor = c_brown;
1074
1075 } else if( cTemp == U'*' ) {
1076 ncColor = c_red;
1077 }
1078
1079 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1080 cTemp );
1081 }
1082 iX += mk_wcwidth( cTemp );
1083 }
1084 }
1085
1086 std::string sTemp;
1087
1088 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1089
1091 const int minutes = to_minutes<int>( survived ) % 60;
1092 const int hours = to_hours<int>( survived ) % 24;
1093 const int days = to_days<int>( survived );
1094
1095 if( days > 0 ) {
1096 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1097 } else if( hours > 0 ) {
1098 sTemp = string_format( "%dh %dm", hours, minutes );
1099 } else {
1100 sTemp = string_format( "%dm", minutes );
1101 }
1102
1103 center_print( w_rip, iInfoLine++, c_white, sTemp );
1104
1105 const int iTotalKills = get_kill_tracker().monster_kill_count();
1106
1107 sTemp = _( "Kills:" );
1108 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1109 ( sTemp + " " ) );
1110 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1111
1112 sTemp = _( "In memory of:" );
1113 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1115 sTemp );
1116
1117 sTemp = u.name;
1118 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1119 sTemp );
1120
1121 sTemp = _( "Last Words:" );
1122 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1124 sTemp );
1125
1126 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1127 std::string sLastWords = string_input_popup()
1128 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1129 .max_length( iMaxWidth - 4 - 1 )
1130 .query_string();
1131 death_screen();
1132 const bool is_suicide = uquit == QUIT_SUICIDE;
1133 events().send<event_type::game_over>( is_suicide, sLastWords );
1134 // Struck the save_player_data here to forestall Weirdness
1135 std::string char_filename = generate_memorial_filename( u.name );
1136 move_save_to_graveyard( char_filename );
1137 write_memorial_file( char_filename, sLastWords );
1138 memorial().clear();
1139 std::vector<std::string> characters = list_active_characters();
1140 // remove current player from the active characters list, as they are dead
1141 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1142 characters.end(), u.name );
1143 if( curchar != characters.end() ) {
1144 characters.erase( curchar );
1145 }
1146
1147 if( characters.empty() ) {
1148 bool queryDelete = false;
1149 bool queryReset = false;
1150
1151 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1152 bool decided = false;
1153 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1154 "will not all reset when starting a new character in an "
1155 "already-played world. This can lead to some strange "
1156 "behavior.\n\n"
1157 "Are you sure you wish to keep this world?"
1158 );
1159
1160 while( !decided ) {
1161 uilist smenu;
1162 smenu.allow_cancel = false;
1163 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1164 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1165 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1166 smenu.query();
1167
1168 switch( smenu.ret ) {
1169 case 0:
1170 queryReset = true;
1171 decided = true;
1172 break;
1173 case 1:
1174 queryDelete = true;
1175 decided = true;
1176 break;
1177 case 2:
1178 decided = query_yn( buffer );
1179 break;
1180 }
1181 }
1182 }
1183
1184 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1185 world_generator->delete_world( world_generator->active_world->world_name, true );
1186
1187 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1188 world_generator->delete_world( world_generator->active_world->world_name, false );
1189 }
1190 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1191 std::string tmpmessage;
1192 for( auto &character : characters ) {
1193 tmpmessage += "\n ";
1194 tmpmessage += character;
1195 }
1196 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1197 }
1198 if( gamemode ) {
1199 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1200 }
1201 }
1202
1203 //Reset any offset due to driving
1205
1206 //clear all sound channels
1212
1213 MAPBUFFER.reset();
1215
1216#if defined(__ANDROID__)
1217 quick_shortcuts_map.clear();
1218#endif
1219 return true;
1220}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1498
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2462
bool save_maps()
Definition: game.cpp:2662
std::unique_ptr< special_game > gamemode
Definition: game.h:1055
void death_screen()
Definition: game.cpp:2411
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:11941
bool save_factions_missions_npcs()
Definition: game.cpp:2648
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:10965
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:875
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2761
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:2746
bool save_artifacts()
Definition: game.cpp:2656
memorial_logger & memorial()
Definition: game.cpp:2711
void reset_npc_dispositions()
Definition: game.cpp:2620
int monster_kill_count() const
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:909
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
std::unique_ptr< game > g
Definition: game.cpp:280
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1616
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1615
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
overmapbuffer overmap_buffer
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4015 of file game.cpp.

4016{
4017 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4018 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4019 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4020
4021 bool npc_is_dead = false;
4022 // can't use all_npcs as that does not include dead ones
4023 for( const auto &n : active_npc ) {
4024 if( n->is_dead() ) {
4025 n->die( nullptr ); // make sure this has been called to create corpses etc.
4026 npc_is_dead = true;
4027 }
4028 }
4029
4030 if( monster_is_dead ) {
4031 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4032 critter_tracker->remove_dead();
4033 }
4034
4035 if( npc_is_dead ) {
4036 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4037 if( ( *it )->is_dead() ) {
4038 remove_npc_follower( ( *it )->getID() );
4039 overmap_buffer.remove_npc( ( *it )->getID() );
4040 it = active_npc.erase( it );
4041 } else {
4042 it++;
4043 }
4044 }
4045 }
4046
4047 critter_died = false;
4048}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1879
pimpl< Creature_tracker > critter_tracker
Definition: game.h:973
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1037
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1049
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4692 of file game.cpp.

4693{
4694 critter_tracker->clear();
4695}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5136 of file game.cpp.

5137{
5138 static const itype_id fuel_type_animal( "animal" );
5139 int veh_part = -1;
5140 vehicle *veh = remoteveh();
5141 if( veh == nullptr ) {
5142 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5143 veh = &vp->vehicle();
5144 veh_part = vp->part_index();
5145 }
5146 }
5147 if( veh != nullptr && veh->player_in_control( u ) &&
5148 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5149 veh->use_controls( u.pos() );
5150 } else if( veh && veh->player_in_control( u ) &&
5151 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5152 u.controlling_vehicle = false;
5153 add_msg( m_info, _( "You let go of the reins." ) );
5154 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5155 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5156 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5157 u.in_vehicle ) {
5158 if( u.has_trait( trait_WAYFARER ) ) {
5159 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5160 return;
5161 }
5162 if( !veh->interact_vehicle_locked() ) {
5163 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5164 return;
5165 }
5166 if( veh->engine_on ) {
5167 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5168 return;
5169 }
5170 u.controlling_vehicle = true;
5171 add_msg( _( "You take control of the %s." ), veh->name );
5172 } else {
5173 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5174 return;
5175 }
5176 veh->start_engines( true );
5177 }
5178 } else { // Start looking for nearby vehicle controls.
5179 int num_valid_controls = 0;
5180 cata::optional<tripoint> vehicle_position;
5181 cata::optional<vpart_reference> vehicle_controls;
5182 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5183 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5184 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5185 if( controls ) {
5186 num_valid_controls++;
5187 vehicle_position = elem;
5188 vehicle_controls = controls;
5189 }
5190 }
5191 }
5192 if( num_valid_controls < 1 ) {
5193 add_msg( _( "No vehicle controls found." ) );
5194 return;
5195 } else if( num_valid_controls > 1 ) {
5196 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5197 if( !vehicle_position ) {
5198 return;
5199 }
5200 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5201 if( vp ) {
5202 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5203 if( !vehicle_controls ) {
5204 add_msg( _( "The vehicle doesn't have controls there." ) );
5205 return;
5206 }
5207 } else {
5208 add_msg( _( "No vehicle there." ) );
5209 return;
5210 }
5211 }
5212 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5213 if( vehicle_controls ) {
5214 veh = &vehicle_controls->vehicle();
5215 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5216 return;
5217 }
5218 veh->use_controls( *vehicle_position );
5219 //May be folded up (destroyed), so need to re-get it
5220 veh = g->remoteveh();
5221 }
5222 }
5223 if( veh ) {
5224 // If we reached here, we gained control of a vehicle.
5225 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5226 for( const tripoint &target : veh->get_points() ) {
5227 u.clear_memorized_tile( m.getabs( target ) );
5228 }
5229 veh->is_following = false;
5230 veh->is_patrolling = false;
5231 veh->autopilot_on = false;
5232 veh->is_autodriving = false;
5233 }
5234}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
bool in_vehicle
Definition: character.h:1505
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:168
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2247
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8620
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1009
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:84
bool engine_on
Definition: vehicle.h:1989
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6760
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4377
std::string name
Definition: vehicle.h:1849
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2545
bool autopilot_on
Definition: vehicle.h:1997
bool is_autodriving
Definition: vehicle.h:1982
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2461
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 2898 of file game.cpp.

2899{
2901 if( !ui ) {
2902 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
2903 ui->on_redraw( []( const ui_adaptor & ) {
2904 g->draw();
2905 } );
2906 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
2907 // remove some space for the sidebar, this is the maximal space
2908 // (using standard font) that the terrain window can have
2909 const int sidebar_left = panel_manager::get_manager().get_width_left();
2910 const int sidebar_right = panel_manager::get_manager().get_width_right();
2911
2913 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
2916
2917 /**
2918 * In tiles mode w_terrain can have a different font (with a different
2919 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
2920 * might have a different dimension then the normal font used everywhere else.
2921 *
2922 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
2923 * be displayed in w_terrain (using it's specific tile dimension), not
2924 * including partially drawn squares at the right/bottom. You should
2925 * use it whenever you want to draw specific squares in that window or to
2926 * determine whether a specific square is draw on screen (or outside the screen
2927 * and needs scrolling).
2928 *
2929 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
2930 * w_terrain in the standard font dimension (the font that everything else uses).
2931 * You usually don't have to use it, expect for positioning of windows,
2932 * because the window positions use the standard font dimension.
2933 *
2934 * The code here calculates size available for w_terrain, caps it at
2935 * max_view_size (the maximal view range than any character can have at
2936 * any time).
2937 * It is stored in TERRAIN_WINDOW_*.
2938 */
2940
2941 // Position of the player in the terrain window, it is always in the center
2944
2946 point( sidebar_left, 0 ) );
2947
2948 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
2950
2951 // need to init in order to avoid crash. gets updated by the panel code.
2953
2954 ui.position_from_window( catacurses::stdscr );
2955 } );
2956 ui->mark_resize();
2957 }
2958 return ui;
2959}
catacurses::window w_pixel_minimap
Definition: game.h:991
catacurses::window w_minimap_ptr
Definition: game.h:1028
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1074
catacurses::window w_minimap
Definition: game.h:990
catacurses::window w_terrain_ptr
Definition: game.h:1027
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2175
int get_width_left()
Definition: panels.cpp:2183
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
Definition: overmap_ui.h:17
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 880 of file game.cpp.

881{
882 if( !get_option<bool>( "STATIC_NPC" ) ||
883 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
884 return; //Do not generate a starting npc.
885 }
886
887 //We don't want more than one starting npc per starting location
888 const int radius = 1;
889 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
890 return; //There is already an NPC in this starting location
891 }
892
893 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
894 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
895 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
897 tmp->form_opinion( u );
898 tmp->set_attitude( NPCATT_NULL );
899 //This sets the NPC mission. This NPC remains in the starting location.
900 tmp->mission = NPC_MISSION_SHELTER;
901 tmp->chatbin.first_topic = "TALK_SHELTER";
902 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
903 tmp->set_fac( faction_id( "no_faction" ) );
904 //One random starting NPC mission
905 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
906 tmp->getID() ) );
907}
int get_levy() const
Definition: game.cpp:11831
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11826
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4497 of file game.cpp.

4498{
4499 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4500 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4501 return nullptr;
4502 }
4503 // if we wanted to check for an NPC / player / avatar,
4504 // there is sometimes a monster AND an NPC/player there at the same time.
4505 // because the NPC/player etc may be riding that monster.
4506 // so only return the monster if we were actually looking for a monster.
4507 // otherwise, keep looking for the rider.
4508 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4509 // which is ok for the occasions where that happens.
4510 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4511 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4512 std::is_same<T, const Creature>::value ) ) {
4513 return dynamic_cast<T *>( mon_ptr.get() );
4514 }
4515 }
4516 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4517 if( p == u.pos() ) {
4518 return dynamic_cast<T *>( &u );
4519 }
4520 }
4521 for( auto &cur_npc : active_npc ) {
4522 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4523 return dynamic_cast<T *>( cur_npc.get() );
4524 }
4525 }
4526 return nullptr;
4527}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4530 of file game.cpp.

4531{
4532 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4533}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4576 of file game.cpp.

4577{
4578 if( id == u.getID() ) {
4579 // player is always alive, therefore no is-dead check
4580 return dynamic_cast<T *>( &u );
4581 }
4582 return find_npc( id );
4583}
character_id getID() const
Definition: character.cpp:472
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1868

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2411 of file game.cpp.

2412{
2413 gamemode->game_over();
2418 follower_ids.clear();
2420}
diary * get_avatar_diary()
Definition: avatar.cpp:369
void death_entry()
Definition: diary.cpp:672
stats_tracker & stats()
Definition: game.cpp:2706
void disp_NPC_epilogues()
Definition: game.cpp:2785
void display_faction_epilogues()
Definition: game.cpp:2802
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, diary::death_entry(), disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, avatar::get_avatar_diary(), get_kill_tracker(), show_scores_ui(), stats(), and u.

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 10965 of file game.cpp.

10966{
10967 if( !critter.is_hallucination() ) {
10968 // hallucinations aren't stored, they come and go as they like,
10970 }
10971
10972 critter.on_unload();
10973 remove_zombie( critter );
10974 // simulate it being dead so further processing of it (e.g. in monmove) will yield
10975 critter.set_hp( 0 );
10976}
void remove_zombie(const monster &critter)
Definition: game.cpp:4687
bool is_hallucination() const override
Definition: monster.cpp:2672
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3005
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1655
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8587 of file game.cpp.

8588{
8589 monster *const mon_ptr = critter_at<monster>( p );
8590 if( !mon_ptr ) {
8591 return false;
8592 }
8593 monster &critter = *mon_ptr;
8594 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8595 critter.has_flag( MF_RIDEABLE_MECH ) ||
8596 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8597 // Can only disable / reprogram friendly monsters
8598 return false;
8599 }
8600 const auto mid = critter.type->id;
8601 const auto mon_item_id = critter.type->revert_to_itype;
8602 if( !mon_item_id.is_empty() &&
8603 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8604
8605 u.moves -= 100;
8606 m.add_item_or_charges( p, critter.to_item() );
8607 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8608 for( auto &ammodef : critter.ammo ) {
8609 if( ammodef.second > 0 ) {
8610 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8611 }
8612 }
8613 }
8614 remove_zombie( critter );
8615 return true;
8616 }
8617 // Manhacks are special, they have their own menu here.
8618 if( mid == mon_manhack ) {
8619 int choice = UILIST_CANCEL;
8620 if( critter.has_effect( effect_docile ) ) {
8621 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8622 } else {
8623 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8624 }
8625 switch( choice ) {
8626 case 0:
8627 if( critter.has_effect( effect_docile ) ) {
8628 critter.remove_effect( effect_docile );
8629 if( one_in( 3 ) ) {
8630 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8631 critter.name() );
8632 }
8633 } else {
8634 critter.add_effect( effect_docile, 1_turns, num_bp );
8635 if( one_in( 3 ) ) {
8636 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8637 critter.name() );
8638 }
8639 }
8640 u.moves -= 100;
8641 return true;
8642 default:
8643 break;
8644 }
8645 }
8646 return false;
8647}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1137
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4194
bool has_flag(m_flag f) const override
Definition: monster.cpp:889
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2812
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1831
int friendly
Definition: monster.h:473
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
std::map< itype_id, int > ammo
Definition: monster.h:514
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2785 of file game.cpp.

2786{
2787 // TODO: This search needs to be expanded to all NPCs
2788 for( auto elem : follower_ids ) {
2790 if( !guy ) {
2791 continue;
2792 }
2793 const auto new_win = []() {
2795 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2796 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2797 };
2798 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2799 }
2800}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2836 of file game.cpp.

2837{
2838 const tripoint_abs_omt ppos = u.global_omt_location();
2839 const tripoint &lpos = u.pos();
2840 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2841 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2842
2844 ui_adaptor ui;
2845 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2848 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
2849 ui.position_from_window( w );
2850 } );
2851 ui.mark_resize();
2852 ui.on_redraw( [&]( const ui_adaptor & ) {
2853 werase( w );
2854 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
2855 // NOLINTNEXTLINE(cata-use-named-point-constants)
2856 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
2857 size_t i;
2858 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
2859 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
2860 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
2861 apos.to_string() );
2862 }
2863 for( const monster &m : all_monsters() ) {
2864 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
2865 m.posx(), m.posy(), m.posz() );
2866 ++i;
2867 }
2868 wnoutrefresh( w );
2869 } );
2870
2871 input_context ctxt( "DISP_NPCS" );
2872 ctxt.register_action( "CONFIRM" );
2873 ctxt.register_action( "QUIT" );
2874 ctxt.register_action( "HELP_KEYBINDINGS" );
2875 bool stop = false;
2876 while( !stop ) {
2878 const std::string action = ctxt.handle_input();
2879 if( action == "CONFIRM" || action == "QUIT" ) {
2880 stop = true;
2881 }
2882 }
2883}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6100
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:386
std::string name(const tripoint &p)
Definition: map.cpp:1325
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2802 of file game.cpp.

2803{
2804 for( const auto &elem : faction_manager_ptr->all() ) {
2805 if( elem.second.known_by_u ) {
2806 const std::vector<std::string> epilogue = elem.second.epilogue();
2807 if( !epilogue.empty() ) {
2808 const auto new_win = []() {
2810 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2811 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2812 };
2813 scrollable_text( new_win, elem.second.name,
2814 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2815 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2816 return lhs + "\n" + rhs;
2817 } ) );
2818 }
2819 }
2820 }
2821}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:974

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11176 of file game.cpp.

11177{
11178 if( use_tiles ) {
11180 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11181 return;
11182 }
11183 uilist lighting_menu;
11184 std::vector<std::string> lighting_menu_strings{
11185 "Global lighting conditions"
11186 };
11187
11188 int count = 0;
11189 for( const auto &menu_str : lighting_menu_strings ) {
11190 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11191 }
11192
11193 lighting_menu.w_y_setup = 0;
11194 lighting_menu.query();
11195 if( ( lighting_menu.ret >= 0 ) &&
11196 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11197 g->displaying_lighting_condition = lighting_menu.ret;
11198 }
11199 }
11200}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:321
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11072
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11067 of file game.cpp.

11068{
11070}
cata::optional< action_id > displaying_overlays
Definition: game.h:919

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11202 of file game.cpp.

11203{
11204 if( use_tiles ) {
11206 }
11207}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:323

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11081 of file game.cpp.

11082{
11083 if( use_tiles ) {
11085 } else {
11086 int div;
11087 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11088 if( !got_value || div < 1 ) {
11089 add_msg( _( "Never mind." ) );
11090 return;
11091 }
11092 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11093 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11094 } );
11095 g->add_draw_callback( scent_cb );
11096
11099 }
11100}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:283
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:365
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11102 of file game.cpp.

11103{
11104 if( use_tiles ) {
11106 }
11107}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:315

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11072 of file game.cpp.

11073{
11074 if( display_overlay_state( action ) ) {
11075 displaying_overlays.reset();
11076 } else {
11078 }
11079}
bool display_overlay_state(action_id)
Definition: game.cpp:11067

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11209 of file game.cpp.

11210{
11211 if( use_tiles ) {
11213 }
11214}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:325

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11109 of file game.cpp.

11110{
11111 if( use_tiles ) {
11113 }
11114}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:317

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11116 of file game.cpp.

11117{
11118 if( use_tiles ) {
11121 std::vector< tripoint > locations;
11122 uilist creature_menu;
11123 int num_creatures = 0;
11124 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11125 locations.emplace_back( g->u.pos() ); // add player first.
11126 for( const Creature &critter : g->all_creatures() ) {
11127 if( critter.is_player() ) {
11128 continue;
11129 }
11130 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11131 locations.emplace_back( critter.pos() );
11132 }
11133
11134 pointmenu_cb callback( locations );
11135 creature_menu.callback = &callback;
11136 creature_menu.w_y_setup = 0;
11137 creature_menu.query();
11138 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11139 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11141 }
11142 } else {
11144 }
11145 }
11146}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:319
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4677
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1010
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1342 of file game.cpp.

1343{
1344 if( is_game_over() ) {
1345 return cleanup_at_end();
1346 }
1347 // Actual stuff
1348 if( new_game ) {
1349 new_game = false;
1350 } else {
1351 gamemode->per_turn();
1352 calendar::turn += 1_turns;
1353 }
1354
1355 // starting a new turn, clear out temperature cache
1357 weather.clear_temp_cache();
1358
1359 if( npcs_dirty ) {
1360 load_npcs();
1361 }
1362
1365 // If controlling a vehicle that is owned by someone else
1367 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1368 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1369 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1370 }
1371 }
1372 // If riding a horse - chance to spook
1373 if( u.is_mounted() ) {
1375 }
1376 if( calendar::once_every( 1_days ) ) {
1378 }
1379
1380 // Move hordes every 2.5 min
1383 // Hordes that reached the reality bubble need to spawn,
1384 // make them spawn in invisible areas only.
1385 m.spawn_monsters( false );
1386 }
1387
1389
1390 u.update_body();
1391
1392 // Auto-save if autosave is enabled
1393 if( get_option<bool>( "AUTOSAVE" ) &&
1394 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1395 !u.is_dead_state() ) {
1396 autosave();
1397 }
1398
1399 weather.update_weather();
1401
1405 // Process NPC sound events before they move or they hear themselves talking
1406 for( npc &guy : all_npcs() ) {
1407 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1409 }
1410 }
1411
1412 // Process sound events into sound markers for display to the player.
1414
1415 if( u.is_deaf() ) {
1417 }
1418
1419 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1420 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1421 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1422 cleanup_dead();
1424 // Process any new sounds the player caused during their turn.
1425 for( npc &guy : all_npcs() ) {
1426 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1428 }
1429 }
1432 wait_popup.reset();
1434 }
1435
1436 if( queue_screenshot ) {
1440 queue_screenshot = false;
1441 }
1442
1443 if( handle_action() ) {
1445 u.action_taken();
1446 }
1447
1448 if( is_game_over() ) {
1449 return cleanup_at_end();
1450 }
1451
1452 if( uquit == QUIT_WATCH ) {
1453 break;
1454 }
1455 if( u.activity ) {
1457 }
1458 }
1459 // Reset displayed sound markers now that the turn is over.
1460 // We only want this to happen if the player had a chance to examine the sounds.
1462 }
1463 }
1464
1465 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1466 // Still have a view offset, but might not be driving anymore,
1467 // or the option has been deactivated,
1468 // might also happen when someone dives from a moving car.
1469 // or when using the handbrake.
1470 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1471 calc_driving_offset( veh );
1472 }
1473
1474 // No-scent debug mutation has to be processed here or else it takes time to start working
1475 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1476 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1479 }
1480 scent.update( u.pos(), m );
1481
1482 // We need floor cache before checking falling 'n stuff
1484
1487 m.vehmove();
1488 m.process_fields();
1489 m.process_items();
1492
1493 // Apply sounds from previous turn to monster and NPC AI.
1495 // Update vision caches for monsters. If this turns out to be expensive,
1496 // consider a stripped down cache just for monsters.
1497 m.build_map_cache( get_levz(), true );
1498 monmove();
1499 if( calendar::once_every( 5_minutes ) ) {
1501 }
1502 if( calendar::once_every( 10_seconds ) ) {
1503 for( const tripoint &elem : m.get_furn_field_locations() ) {
1504 const auto &furn = m.furn( elem ).obj();
1505 for( const emit_id &e : furn.emissions ) {
1506 m.emit_field( elem, e );
1507 }
1508 }
1509 }
1512 u.process_turn();
1513
1515 cleanup_dead();
1516
1517 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1520 }
1521
1522 if( get_levz() >= 0 && !u.is_underwater() ) {
1523 handle_weather_effects( weather.weather_id );
1524 }
1525
1526 const bool player_is_sleeping = u.has_effect( effect_sleep );
1527 bool wait_redraw = false;
1528 std::string wait_message;
1529 time_duration wait_refresh_rate;
1530 if( player_is_sleeping ) {
1531 wait_redraw = true;
1532 wait_message = _( "Wait till you wake up…" );
1533 wait_refresh_rate = 30_minutes;
1534 if( calendar::once_every( 1_hours ) ) {
1536 }
1537 } else if( u.has_destination() ) {
1538 wait_redraw = true;
1539 wait_message = _( "Travelling…" );
1540 wait_refresh_rate = 15_turns;
1541 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1542 wait_redraw = true;
1543 wait_message = *progress;
1544 if( u.activity.id() == ACT_AUTODRIVE ) {
1545 wait_refresh_rate = 1_turns;
1546 } else {
1547 wait_refresh_rate = 5_minutes;
1548 }
1549 }
1550 if( wait_redraw ) {
1552 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1553 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1555 }
1556
1557 // Avoid redrawing the main UI every time due to invalidation
1559 wait_popup = std::make_unique<static_popup>();
1560 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1564 }
1565 } else {
1566 // Nothing to wait for now
1567 wait_popup.reset();
1569 }
1570
1573 u.apply_wetness_morale( weather.temperature );
1574
1575 if( calendar::once_every( 1_minutes ) ) {
1576 u.update_morale();
1577 }
1578
1579 if( calendar::once_every( 9_turns ) ) {
1581 }
1582
1583 if( !u.is_deaf() ) {
1585 }
1590
1591 // reset player noise
1592 u.volume = 0;
1593
1594 return false;
1595}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:8736
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:787
bool check_mount_is_spooked()
Definition: character.cpp:1012
void process_turn() override
Handles end-of-turn processing.
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5048
bool is_mounted() const
Definition: character.cpp:1053
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8495
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:477
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:8863
bool is_deaf() const
Definition: character.cpp:4343
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4522
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1794
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1809
virtual bool is_underwater() const
Definition: creature.cpp:170
int get_levz() const
Definition: game.cpp:11836
void overmap_npc_move()
Definition: game.cpp:4176
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:11946
void monmove()
Definition: game.cpp:4050
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1660
void add_artifact_dreams()
Definition: game.cpp:11778
int moves_since_last_save
Definition: game.h:1040
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7110
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1240
bool cleanup_at_end()
Definition: game.cpp:936
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1076
bool queue_screenshot
Definition: game.h:1019
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11267
void process_activity()
Definition: game.cpp:1649
void update_stair_monsters()
Definition: game.cpp:10756
void process_voluntary_act_interrupt()
Definition: game.cpp:1609
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:805
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1047
void cleanup_dead()
Definition: game.cpp:4015
bool is_game_over()
Definition: game.cpp:2364
void perhaps_add_random_npc()
Definition: game.cpp:11003
void mon_info_update()
Definition: game.cpp:3814
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8065
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2274
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7762
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7721
void vehmove()
Definition: map.cpp:414
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1563
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1348
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8231
void process_items()
Definition: map.cpp:4580
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
int volume
Definition: player.h:368
int scent
Definition: player.h:377
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
void update_body_wetness(Character &who, const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1261
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1612
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1607
void do_danger_music()
Definition: sounds.cpp:1611
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1613
void do_fatigue()
Definition: sounds.cpp:1632
void remove_hearing_loss()
Definition: sounds.cpp:1608
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), Character::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), Character::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), character_funcs::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3073 of file game.cpp.

3074{
3075 if( test_mode ) {
3076 return;
3077 }
3078
3079 //temporary fix for updating visibility for minimap
3080 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3083
3084 werase( w_terrain );
3085 draw_ter();
3086 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3087 shared_ptr_fast<draw_callback_t> cb = it->lock();
3088 if( cb ) {
3089 ( *cb )();
3090 ++it;
3091 } else {
3092 it = draw_callbacks.erase( it );
3093 }
3094 }
3096
3097 draw_panels( true );
3098}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:986
void draw_panels(bool force_draw=false)
Definition: game.cpp:3100
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3214
void update_visibility_cache(int zlev)
Definition: map.cpp:5610
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 963 of file animation.cpp.

964{
965}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 518 of file animation.cpp.

520{
521 draw_bullet_curses( m, t, bullet, &trajectory[i] );
522}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:459
std::vector< tripoint > trajectory
Definition: ranged.h:36

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3196 of file game.cpp.

3197{
3198 draw_critter_internal( w_terrain, critter, center, false, m, u );
3199}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3163

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3201 of file game.cpp.

3202{
3203 draw_critter_internal( w_terrain, critter, center, true, m, u );
3204}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 724 of file animation.cpp.

725{
726 const tripoint rp = relative_view_pos( *this, p );
727 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
728}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:127
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 919 of file animation.cpp.

920{
921}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 880 of file animation.cpp.

881{
882}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 893 of file animation.cpp.

894{
895}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 737 of file animation.cpp.

738{
739 // Do nothing
740}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 581 of file animation.cpp.

582{
583 draw_hit_mon_curses( p, m, u, dead );
584}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:552

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 626 of file animation.cpp.

627{
628 draw_hit_player_curses( *this, p, dam );
629}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:589

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 933 of file animation.cpp.

935{
936}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 710 of file animation.cpp.

711{
712 draw_line_curses( *this, points );
713}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:690

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 677 of file animation.cpp.

679{
680 if( !u.sees( p ) ) {
681 return;
682 }
683
684 draw_line_curses( *this, center, points, noreveal );
685}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5645 of file game.cpp.

5646{
5647 if( !liveview.is_enabled() ) {
5648#if defined( TILES )
5649 if( is_draw_tiles_mode() ) {
5650 draw_cursor( lp );
5651 return;
5652 }
5653#endif
5654 const tripoint view_center = u.pos() + u.view_offset;
5655 visibility_type visibility = VIS_HIDDEN;
5656 const bool inbounds = m.inbounds( lp );
5657 if( inbounds ) {
5658 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5659 }
5660 if( visibility == VIS_CLEAR ) {
5661 const Creature *const creature = critter_at( lp, true );
5662 if( creature != nullptr && u.sees( *creature ) ) {
5663 creature->draw( w_terrain, view_center, true );
5664 } else {
5665 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5666 }
5667 } else {
5668 std::string visibility_indicator;
5669 nc_color visibility_indicator_color = c_white;
5670 switch( visibility ) {
5671 case VIS_CLEAR:
5672 // Already handled by the outer if statement
5673 break;
5674 case VIS_BOOMER:
5675 case VIS_BOOMER_DARK:
5676 visibility_indicator = '#';
5677 visibility_indicator_color = c_pink;
5678 break;
5679 case VIS_DARK:
5680 visibility_indicator = '#';
5681 visibility_indicator_color = c_dark_gray;
5682 break;
5683 case VIS_LIT:
5684 visibility_indicator = '#';
5685 visibility_indicator_color = c_light_gray;
5686 break;
5687 case VIS_HIDDEN:
5688 visibility_indicator = 'x';
5689 visibility_indicator_color = c_white;
5690 break;
5691 }
5692
5693 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5694 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5695 }
5696 }
5697}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:724
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4497
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7772
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5664
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:729
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5842
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3274 of file game.cpp.

3275{
3276
3277 // Draw the box
3278 werase( w_minimap );
3280
3281 const tripoint_abs_omt curs = u.global_omt_location();
3282 const point_abs_omt curs2( curs.xy() );
3284 bool drew_mission = targ == overmap::invalid_tripoint;
3285
3286 for( int i = -2; i <= 2; i++ ) {
3287 for( int j = -2; j <= 2; j++ ) {
3288 const point_abs_omt om( curs2 + point( i, j ) );
3289 nc_color ter_color;
3290 tripoint_abs_omt omp( om, get_levz() );
3291 std::string ter_sym;
3292 const bool seen = overmap_buffer.seen( omp );
3293 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3294 if( overmap_buffer.has_note( omp ) ) {
3295
3296 const std::string &note_text = overmap_buffer.note( omp );
3297
3298 ter_color = c_yellow;
3299 ter_sym = "N";
3300
3301 int symbolIndex = note_text.find( ':' );
3302 int colorIndex = note_text.find( ';' );
3303
3304 bool symbolFirst = symbolIndex < colorIndex;
3305
3306 if( colorIndex > -1 && symbolIndex > -1 ) {
3307 if( symbolFirst ) {
3308 if( colorIndex > 4 ) {
3309 colorIndex = -1;
3310 }
3311 if( symbolIndex > 1 ) {
3312 symbolIndex = -1;
3313 colorIndex = -1;
3314 }
3315 } else {
3316 if( symbolIndex > 4 ) {
3317 symbolIndex = -1;
3318 }
3319 if( colorIndex > 2 ) {
3320 colorIndex = -1;
3321 }
3322 }
3323 } else if( colorIndex > 2 ) {
3324 colorIndex = -1;
3325 } else if( symbolIndex > 1 ) {
3326 symbolIndex = -1;
3327 }
3328
3329 if( symbolIndex > -1 ) {
3330 int symbolStart = 0;
3331 if( colorIndex > -1 && !symbolFirst ) {
3332 symbolStart = colorIndex + 1;
3333 }
3334 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3335 }
3336
3337 if( colorIndex > -1 ) {
3338
3339 int colorStart = 0;
3340
3341 if( symbolIndex > -1 && symbolFirst ) {
3342 colorStart = symbolIndex + 1;
3343 }
3344
3345 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3346
3347 if( sym.length() == 2 ) {
3348 if( sym == "br" ) {
3349 ter_color = c_brown;
3350 } else if( sym == "lg" ) {
3351 ter_color = c_light_gray;
3352 } else if( sym == "dg" ) {
3353 ter_color = c_dark_gray;
3354 }
3355 } else {
3356 char colorID = sym.c_str()[0];
3357 if( colorID == 'r' ) {
3358 ter_color = c_light_red;
3359 } else if( colorID == 'R' ) {
3360 ter_color = c_red;
3361 } else if( colorID == 'g' ) {
3362 ter_color = c_light_green;
3363 } else if( colorID == 'G' ) {
3364 ter_color = c_green;
3365 } else if( colorID == 'b' ) {
3366 ter_color = c_light_blue;
3367 } else if( colorID == 'B' ) {
3368 ter_color = c_blue;
3369 } else if( colorID == 'W' ) {
3370 ter_color = c_white;
3371 } else if( colorID == 'C' ) {
3372 ter_color = c_cyan;
3373 } else if( colorID == 'c' ) {
3374 ter_color = c_light_cyan;
3375 } else if( colorID == 'P' ) {
3376 ter_color = c_pink;
3377 } else if( colorID == 'm' ) {
3378 ter_color = c_magenta;
3379 }
3380 }
3381 }
3382 } else if( !seen ) {
3383 ter_sym = " ";
3384 ter_color = c_black;
3385 } else if( vehicle_here ) {
3386 ter_color = c_cyan;
3387 ter_sym = "c";
3388 } else {
3389 const oter_id &cur_ter = overmap_buffer.ter( omp );
3390 ter_sym = cur_ter->get_symbol();
3391 if( overmap_buffer.is_explored( omp ) ) {
3392 ter_color = c_dark_gray;
3393 } else {
3394 ter_color = cur_ter->get_color();
3395 }
3396 }
3397 if( !drew_mission && targ.xy() == omp.xy() ) {
3398 // If there is a mission target, and it's not on the same
3399 // overmap terrain as the player character, mark it.
3400 // TODO: Inform player if the mission is above or below
3401 drew_mission = true;
3402 if( i != 0 || j != 0 ) {
3403 ter_color = red_background( ter_color );
3404 }
3405 }
3406 if( i == 0 && j == 0 ) {
3407 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3408 } else {
3409 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3410 }
3411 }
3412 }
3413
3414 // Print arrow to mission if we have one!
3415 if( !drew_mission ) {
3416 double slope = curs2.x() != targ.x() ?
3417 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3418
3419 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3420 if( targ.y() > curs2.y() ) {
3421 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3422 } else {
3423 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3424 }
3425 } else {
3426 int arrowx = -1;
3427 int arrowy = -1;
3428 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3429 arrowy = targ.y() > curs2.y() ? 6 : 0;
3430 arrowx =
3431 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3432 if( arrowx < 0 ) {
3433 arrowx = 0;
3434 }
3435 if( arrowx > 6 ) {
3436 arrowx = 6;
3437 }
3438 } else {
3439 arrowx = targ.x() > curs2.x() ? 6 : 0;
3440 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3441 if( arrowy < 0 ) {
3442 arrowy = 0;
3443 }
3444 if( arrowy > 6 ) {
3445 arrowy = 6;
3446 }
3447 }
3448 char glyph = '*';
3449 if( targ.z() > u.posz() ) {
3450 glyph = '^';
3451 } else if( targ.z() < u.posz() ) {
3452 glyph = 'v';
3453 }
3454
3455 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3456 }
3457 }
3458
3459 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3460 for( int i = -3; i <= 3; i++ ) {
3461 for( int j = -3; j <= 3; j++ ) {
3462 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3463 continue; // only do hordes on the border, skip inner map
3464 }
3465 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3467 if( overmap_buffer.seen( omp )
3468 && g->u.overmap_los( omp, sight_points ) ) {
3469 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3470 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3471 }
3472 }
3473 }
3474 }
3475
3477}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:206
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 977 of file animation.cpp.

979{
980}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3100 of file game.cpp.

3101{
3102 static int previous_turn = -1;
3103 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3104 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3105 auto &mgr = panel_manager::get_manager();
3106 int y = 0;
3107 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3108 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3109 int log_height = 0;
3110 for( const window_panel &panel : mgr.get_current_layout() ) {
3111 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3112 log_height += panel.get_height() + spacer;
3113 }
3114 }
3115 log_height = std::max( TERMY - log_height, 3 );
3116 for( const window_panel &panel : mgr.get_current_layout() ) {
3117 if( panel.render() ) {
3118 // height clamped to window height.
3119 int h = std::min( panel.get_height(), TERMY - y );
3120 if( h == -2 ) {
3121 h = log_height;
3122 }
3123 h += spacer;
3124 if( panel.toggle && panel.render() && h > 0 ) {
3125 if( panel.always_draw || draw_this_turn ) {
3126 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3127 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3128 }
3129 if( show_panel_adm ) {
3130 const std::string panel_name = _( panel.get_name() );
3131 const int panel_name_width = utf8_width( panel_name );
3132 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3133 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3134 werase( label );
3135 mvwprintz( label, point_zero, c_light_red, panel_name );
3137 label = catacurses::newwin( h, 1,
3138 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3139 werase( label );
3140 if( h == 1 ) {
3142 } else {
3144 for( int i = 1; i < h - 1; i++ ) {
3146 }
3147 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3148 }
3150 }
3151 y += h;
3152 }
3153 }
3154 }
3155 previous_turn = current_turn;
3156}
bool show_panel_adm
Definition: game.h:1014
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3158 of file game.cpp.

3159{
3160 w_pixel_minimap = w;
3161}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 854 of file animation.cpp.

855{
856}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 805 of file animation.cpp.

806{
807 draw_sct_curses( *this );
808}
void draw_sct_curses(const game &g)
Definition: animation.cpp:772

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3214 of file game.cpp.

3215{
3217 draw_sounds );
3218}
bool is_looking
Definition: game.h:224

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3220 of file game.cpp.

3221{
3223
3224 m.draw( w_terrain, center );
3225
3226 if( draw_sounds ) {
3228 }
3229
3230 for( Creature &critter : all_creatures() ) {
3231 draw_critter( critter, center );
3232 }
3233
3234 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3235 // Draw auto-move preview trail
3236 const tripoint &final_destination = destination_preview.back();
3237 tripoint line_center = u.pos() + u.view_offset;
3238 draw_line( final_destination, line_center, destination_preview, true );
3239 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3240 POSY - u.posy() ), c_white, 'X' );
3241 }
3242
3243 if( u.controlling_vehicle && !looking ) {
3244 draw_veh_dir_indicator( false );
3245 draw_veh_dir_indicator( true );
3246 }
3247 // Place the cursor over the player as is expected by screen readers.
3248 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3249}
int posx() const override
Definition: character.h:780
int posy() const override
Definition: character.h:783
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3196
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:11936
std::vector< tripoint > destination_preview
Definition: game.h:1066
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3266
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:677
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5714
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:2886
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 867 of file animation.cpp.

868{
869}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 6958 of file game.cpp.

6959{
6960 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
6961}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:6928

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 906 of file animation.cpp.

907{
908}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3266 of file game.cpp.

3267{
3268 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3269 auto col = next ? c_white : c_dark_gray;
3270 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3271 }
3272}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3251

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 949 of file animation.cpp.

951{
952}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 764 of file animation.cpp.

765{
767}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:745

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 840 of file animation.cpp.

841{
842 draw_zones_curses( w_terrain, start, end, offset );
843}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:813

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8001 of file game.cpp.

8002{
8004}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2412
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8006 of file game.cpp.

8007{
8008 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8009 u.drop( game_menus::inv::multidrop( u ), *pnt );
8010 }
8011}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 39 of file dump.cpp.

41{
42 try {
44 } catch( const std::exception &err ) {
45 std::cerr << "Error loading data from json: " << err.what() << std::endl;
46 return false;
47 }
48
49 std::vector<std::string> header;
50 std::vector<std::vector<std::string>> rows;
51
52 int scol = 0; // sorting column
53
54 std::map<std::string, standard_npc> test_npcs;
55 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
56 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
57 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
58 4, 8, 8, 8, 10 /* PER 10 */ );
59 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
60 4, 10, 8, 8, 8 /* STAT 10 */ );
61 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
62 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
64 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
65
66 std::map<std::string, item> test_items;
67 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
68 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
70 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
71 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
72
73 if( what == "AMMO" ) {
74 header = {
75 "Name", "Ammo", "Volume", "Weight", "Stack",
76 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
77 };
78 auto dump = [&rows]( const item & obj ) {
79 std::vector<std::string> r;
80 r.push_back( obj.tname( 1, false ) );
81 r.push_back( obj.ammo_type().str() );
82 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
83 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
84 r.push_back( std::to_string( obj.type->stack_size ) );
85 r.push_back( std::to_string( obj.type->ammo->range ) );
86 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
87 r.push_back( std::to_string( obj.type->ammo->recoil ) );
88 damage_instance damage = obj.type->ammo->damage;
89 r.push_back( std::to_string( damage.total_damage() ) );
90 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
91 rows.push_back( r );
92 };
93 for( const itype *e : item_controller->all() ) {
94 if( e->ammo ) {
95 dump( item( e, calendar::turn, item::solitary_tag {} ) );
96 }
97 }
98
99 } else if( what == "ARMOR" ) {
100 header = {
101 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
102 };
103 auto dump = [&rows]( const item & obj ) {
104 std::vector<std::string> r;
105 r.push_back( obj.tname( 1, false ) );
106 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
107 r.push_back( std::to_string( obj.get_warmth() ) );
108 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
109 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
110 r.push_back( std::to_string( obj.get_coverage() ) );
111 r.push_back( std::to_string( obj.bash_resist() ) );
112 r.push_back( std::to_string( obj.cut_resist() ) );
113 r.push_back( std::to_string( obj.bullet_resist() ) );
114 r.push_back( std::to_string( obj.acid_resist() ) );
115 r.push_back( std::to_string( obj.fire_resist() ) );
116 rows.push_back( r );
117 };
118
119 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
120
121 for( const itype *e : item_controller->all() ) {
122 if( e->armor ) {
123 item obj( e );
124 if( bp == num_bp || obj.covers( bp ) ) {
125 if( obj.has_flag( flag_VARSIZE ) ) {
126 obj.set_flag( "FIT" );
127 }
128 dump( obj );
129 }
130 }
131 }
132
133 } else if( what == "EDIBLE" ) {
134 header = {
135 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
136 };
137 for( const auto &v : vitamin::all() ) {
138 header.push_back( v.second.name() );
139 }
140 auto dump = [&rows]( const item & obj ) {
141 std::vector<std::string> r;
142 r.push_back( obj.tname( 1, false ) );
143 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
144 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
145 r.push_back( std::to_string( obj.type->stack_size ) );
146 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
147 r.push_back( std::to_string( obj.get_comestible()->quench ) );
148 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
149 auto vits = obj.get_comestible()->default_nutrition.vitamins;
150 for( const auto &v : vitamin::all() ) {
151 r.push_back( std::to_string( vits[ v.first ] ) );
152 }
153 rows.push_back( r );
154 };
155
156 for( const itype *e : item_controller->all() ) {
158
159 if( food.is_food() && g->u.can_eat( food ).success() ) {
160 dump( food );
161 }
162 }
163
164 } else if( what == "GUN" ) {
165 header = {
166 "Name", "Ammo", "Volume", "Weight", "Capacity",
167 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
168 "Aim time", "Effective range", "Snapshot range", "Max range"
169 };
170
171 std::set<std::string> locations;
172 for( const itype *e : item_controller->all() ) {
173 if( e->gun ) {
174 std::transform( e->gun->valid_mod_locations.begin(),
175 e->gun->valid_mod_locations.end(),
176 std::inserter( locations, locations.begin() ),
177 []( const std::pair<gunmod_location, int> &q ) {
178 return q.first.name();
179 } );
180 }
181 }
182 for( const auto &e : locations ) {
183 header.push_back( e );
184 }
185
186 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
187 std::vector<std::string> r;
188 r.push_back( obj.tname( 1, false ) );
189 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
190 obj.ammo_types().end(), []( const ammotype & at ) {
191 return at.str();
193 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
194 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
195 r.push_back( std::to_string( obj.ammo_capacity() ) );
196 r.push_back( std::to_string( obj.gun_range() ) );
197 r.push_back( std::to_string( obj.gun_dispersion() ) );
198 r.push_back( std::to_string( obj.gun_recoil() ) );
199 damage_instance damage = obj.gun_damage();
200 r.push_back( std::to_string( damage.total_damage() ) );
201 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
202
203 r.push_back( std::to_string( ranged::gun_engagement_moves( who, obj ) ) );
204
205 for( const auto &e : locations ) {
206 const auto &vml = obj.type->gun->valid_mod_locations;
207 const auto iter = vml.find( e );
208 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
209 }
210 rows.push_back( r );
211 };
212 for( const itype *e : item_controller->all() ) {
213 if( e->gun ) {
214 item gun( e );
215 if( !gun.magazine_integral() ) {
216 gun.put_in( item( gun.magazine_default() ) );
217 }
218 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
219
220 dump( test_npcs[ "S1" ], gun );
221
222 if( gun.type->gun->barrel_length > 0_ml ) {
223 gun.put_in( item( "barrel_small" ) );
224 dump( test_npcs[ "S1" ], gun );
225 }
226 }
227 }
228
229 } else if( what == "RECIPE" ) {
230
231 // optionally filter recipes to include only those using specified skills
232 recipe_subset dict;
233 for( const auto &r : recipe_dict ) {
234 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
235 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
236 return true;
237 }
238 const auto iter = r.second.required_skills.find( skill_id( s ) );
239 return iter != r.second.required_skills.end() && iter->second > 0;
240 } ) ) {
241 dict.include( &r.second );
242 }
243 }
244
245 // only consider skills that are required by at least one recipe
246 std::vector<Skill> sk;
247 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
248 std::back_inserter( sk ), [&dict]( const Skill & s ) {
249 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
250 return r->skill_used == s.ident() ||
251 r->required_skills.find( s.ident() ) != r->required_skills.end();
252 } );
253 } );
254
255 header = { "Result" };
256
257 for( const auto &e : sk ) {
258 header.push_back( e.ident().str() );
259 }
260
261 for( const recipe *e : dict ) {
262 std::vector<std::string> r;
263 r.push_back( e->result_name() );
264 for( const auto &s : sk ) {
265 if( e->skill_used == s.ident() ) {
266 r.push_back( std::to_string( e->difficulty ) );
267 } else {
268 auto iter = e->required_skills.find( s.ident() );
269 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
270 }
271 }
272 rows.push_back( r );
273 }
274
275 } else if( what == "VEHICLE" ) {
276 header = {
277 "Name", "Weight (empty)", "Weight (fueled)",
278 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
279 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
280 };
281 auto dump = [&rows]( const vproto_id & obj ) {
282 vehicle veh_empty( obj, 0, 0 );
283 vehicle veh_fueled( obj, 100, 0 );
284
285 std::vector<std::string> r;
286 r.push_back( veh_empty.name );
287 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
288 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
289 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
290 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
293 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
294 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
295 r.push_back( std::to_string( static_cast<int>( 50 *
296 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
297 rows.push_back( r );
298 };
299 for( auto &e : vehicle_prototype::get_all() ) {
300 dump( e );
301 }
302
303 } else if( what == "VPART" ) {
304 header = {
305 "Name", "Location", "Weight", "Size"
306 };
307 auto dump = [&rows]( const vpart_info & obj ) {
308 std::vector<std::string> r;
309 r.push_back( obj.name() );
310 r.push_back( obj.location );
311 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
312 r.push_back( std::to_string( w ) );
313 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
314 rows.push_back( r );
315 };
316 for( const auto &e : vpart_info::all() ) {
317 dump( e.second );
318 }
319
320 } else {
321 std::cerr << "unknown argument: " << what << std::endl;
322 return false;
323 }
324
325 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
326 return e.empty();
327 } ), rows.end() );
328
329 if( scol >= 0 ) {
330 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
331 const std::vector<std::string> &rhs ) {
332 return localized_compare( lhs[ scol ], rhs[ scol ] );
333 } );
334 }
335
336 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
337
338 switch( mode ) {
339 case dump_mode::TSV:
340 rows.insert( rows.begin(), header );
341 for( const auto &r : rows ) {
342 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
343 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
344 std::cout << r.back() << "\n";
345 }
346 break;
347
348 case dump_mode::HTML:
349 std::cout << "<table>";
350
351 std::cout << "<thead>";
352 std::cout << "<tr>";
353 for( const auto &col : header ) {
354 std::cout << "<th>" << col << "</th>";
355 }
356 std::cout << "</tr>";
357 std::cout << "</thead>";
358
359 std::cout << "<tdata>";
360 for( const auto &r : rows ) {
361 std::cout << "<tr>";
362 for( const auto &col : r ) {
363 std::cout << "<td>" << col << "</td>";
364 }
365 std::cout << "</tr>";
366 }
367 std::cout << "</tdata>";
368
369 std::cout << "</table>";
370 break;
371 }
372
373 return true;
374}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4879
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:995
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1390
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1638
void load_core_bn_modfiles()
Load & finalize modlist that consists of single vanilla BN core "mod".
Definition: init.cpp:861
int gun_engagement_moves(const Character &who, const item &gun, int target=0, int start=MAX_RECOIL)
How many moves does it take to aim gun to the target accuracy.
Definition: ranged.cpp:577
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:680
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:199
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1156

References vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), flag_VARSIZE(), g, get_body_part_token(), itype::gun, ranged::gun_engagement_moves(), item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, init::load_core_bn_modfiles(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2701 of file game.cpp.

2702{
2703 return *event_bus_ptr;
2704}
pimpl< event_bus > event_bus_ptr
Definition: game.h:953

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 4954 of file game.cpp.

4955{
4956 if( veh.magic ) {
4957 add_msg( m_info, _( "This is your %s" ), veh.name );
4958 return;
4959 }
4960 auto act = veh_interact::run( veh, c );
4961 if( act ) {
4962 u.moves = 0;
4964 }
4965}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1866
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5345 of file game.cpp.

5346{
5347 // if we are driving a vehicle, examine the
5348 // current tile without asking.
5349 const optional_vpart_position vp = m.veh_at( u.pos() );
5350 if( vp && vp->vehicle().player_in_control( u ) ) {
5351 examine( u.pos() );
5352 return;
5353 }
5354
5355 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5356 _( "There is nothing that can be examined nearby." ),
5357 ACTION_EXAMINE, false );
5358 if( !examp_ ) {
5359 return;
5360 }
5361 u.manual_examine = true;
5362 examine( *examp_ );
5363 u.manual_examine = false;
5364}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1042
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5345
bool manual_examine
Definition: player.h:381

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5433 of file game.cpp.

5434{
5435 if( disable_robot( examp ) ) {
5436 return;
5437 }
5438
5439 Creature *c = critter_at( examp );
5440 if( c != nullptr ) {
5441 monster *mon = dynamic_cast<monster *>( c );
5442 if( mon != nullptr ) {
5443 add_msg( _( "There is a %s." ), mon->get_name() );
5444 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5445 if( monexamine::pet_menu( *mon ) ) {
5446 return;
5447 }
5448 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5449 if( monexamine::mech_hack( *mon ) ) {
5450 return;
5451 }
5452 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5453 if( monexamine::pay_bot( *mon ) ) {
5454 return;
5455 }
5456 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5457 if( monexamine::mfriend_menu( *mon ) ) {
5458 return;
5459 }
5460 }
5461 } else if( u.is_mounted() ) {
5462 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5463 }
5464 npc *np = dynamic_cast<npc *>( c );
5465 if( np != nullptr && !u.is_mounted() ) {
5466 if( npc_menu( *np ) ) {
5467 return;
5468 }
5469 } else if( np != nullptr && u.is_mounted() ) {
5470 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5471 }
5472 }
5473
5474 const optional_vpart_position vp = m.veh_at( examp );
5475 if( vp && u.is_mounted() ) {
5476 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5477 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5478 } else {
5479 vp->vehicle().interact_with( examp, vp->part_index() );
5480 return;
5481 }
5482 } else if( vp && !u.is_mounted() ) {
5483 vp->vehicle().interact_with( examp, vp->part_index() );
5484 return;
5485 }
5486
5487 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5488 use_computer( examp );
5489 return;
5490 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5491 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5492 }
5493 const furn_t &xfurn_t = m.furn( examp ).obj();
5494 const ter_t &xter_t = m.ter( examp ).obj();
5495
5496 const tripoint player_pos = u.pos();
5497
5498 if( m.has_furn( examp ) && !u.is_mounted() ) {
5499 xfurn_t.examine( u, examp );
5500 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5501 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5502 } else {
5503 if( !u.is_mounted() ) {
5504 xter_t.examine( u, examp );
5505 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5506 xter_t.examine( u, examp );
5507 } else {
5508 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5509 }
5510 }
5511
5512 // Did the player get moved? Bail out if so; our examp probably
5513 // isn't valid anymore.
5514 if( player_pos != u.pos() ) {
5515 return;
5516 }
5517
5518 bool none = true;
5519 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5520 none = false;
5521 }
5522
5523 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5524 iexamine::trap( u, examp );
5525 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5526 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5527 }
5528
5529 // In case of teleport trap or somesuch
5530 if( player_pos != u.pos() ) {
5531 return;
5532 }
5533
5534 // Feedback for fire lasting time, this can be judged while mounted
5535 const std::string fire_fuel = get_fire_fuel_string( examp );
5536 if( !fire_fuel.empty() ) {
5537 add_msg( fire_fuel );
5538 }
5539
5540 if( m.has_flag( "SEALED", examp ) ) {
5541 if( none ) {
5542 if( m.has_flag( "UNSTABLE", examp ) ) {
5543 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5544 } else {
5545 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5546 }
5547 }
5548 } else {
5549 //examp has no traps, is a container and doesn't have a special examination function
5550 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5551 m.has_flag( "CONTAINER", examp ) && none ) {
5552 add_msg( _( "It is empty." ) );
5553 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5554 xfurn_t.examine == &iexamine::fireplace ) ||
5555 xfurn_t.examine == &iexamine::workbench ||
5556 xfurn_t.examine == &iexamine::transform ) {
5557 return;
5558 } else {
5560 if( !u.is_mounted() ) {
5561 pickup::pick_up( examp, 0 );
5562 }
5563 }
5564 }
5565}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1550
@ A_FRIENDLY
Definition: creature.h:169
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4465
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8587
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5236
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1343
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5139
ter_id ter(const tripoint &p) const
Definition: map.cpp:1498
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1040
std::string get_name() const override
Definition: monster.cpp:488
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5366
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2915
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6193
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:251
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3814
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:428
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:502
bool pay_bot(monster &z)
Definition: monexamine.cpp:461
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:402
Definition: mapdata.h:461
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::transform(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n%s" ), mod_src, fid->extended_description() );
125 } else {
126 desc = fid.obj().extended_description();
127 }
128 }
129 break;
131 if( !u.sees( p ) ) {
132 desc = _( "You can't see the terrain here." );
133 } else {
134 const ter_id tid = m.ter( p );
135 if( display_mod_source ) {
136 const std::string mod_src = enumerate_as_string( tid->src.begin(),
137 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
138 return string_format( "'%s'", source.second->name() );
140 desc = string_format( _( "Origin: %s\n%s" ), mod_src, tid->extended_description() );
141 } else {
142 desc = tid.obj().extended_description();
143 }
144 }
145 break;
146 }
147
148 std::string signage = m.get_signage( p );
149 if( !signage.empty() ) {
150 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
151 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
152 signage );
153 }
154
155 werase( w_main );
156 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
157 wnoutrefresh( w_main );
158 } );
159
160 do {
162 action = ctxt.handle_input();
163 if( action == "CREATURE" ) {
164 cur_target = description_target::creature;
165 } else if( action == "FURNITURE" ) {
167 } else if( action == "TERRAIN" ) {
168 cur_target = description_target::terrain;
169 }
170 } while( action != "CONFIRM" && action != "QUIT" );
171}
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:146
std::string get_signage(const tripoint &p) const
Definition: map.cpp:4000
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:498
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:463

References _, action, arrow, c_light_gray, c_white, creature, display_mod_source, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 6886 of file game.cpp.

6887{
6888 std::map<std::string, map_item_stack> temp_items;
6889 std::vector<map_item_stack> ret;
6890 std::vector<std::string> item_order;
6891
6892 if( u.is_blind() ) {
6893 return ret;
6894 }
6895
6896 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
6897 int center_z = u.pos().z;
6898
6899 for( int i = 1; i <= range; i++ ) {
6900 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
6901 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
6902 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
6903 u.sees( points_p_it ) &&
6904 m.sees_some_items( points_p_it, u ) ) {
6905
6906 for( auto &elem : m.i_at( points_p_it ) ) {
6907 const std::string name = elem.tname();
6908 const tripoint relative_pos = points_p_it - u.pos();
6909
6910 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
6911 item_order.push_back( name );
6912 temp_items[name] = map_item_stack( &elem, relative_pos );
6913 } else {
6914 temp_items[name].add_at_pos( &elem, relative_pos );
6915 }
6916 }
6917 }
6918 }
6919 }
6920
6921 for( auto &elem : item_order ) {
6922 ret.push_back( temp_items[elem] );
6923 }
6924
6925 return ret;
6926}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6106
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1868 of file game.cpp.

1869{
1870 return overmap_buffer.find_npc( id ).get();
1871}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10376 of file game.cpp.

10378{
10379 const int omtilesz = SEEX * 2;
10380 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10381 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10382 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10383
10384 // Try to find the stairs.
10386 int best = INT_MAX;
10387 const int movez = z_after - get_levz();
10388 const bool going_down_1 = movez == -1;
10389 const bool going_up_1 = movez == 1;
10390 // If there are stairs on the same x and y as we currently are, use those
10391 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10392 stairs.emplace( u.pos() + tripoint_below );
10393 }
10394 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10395 stairs.emplace( u.pos() + tripoint_above );
10396 }
10397 // We did not find stairs directly above or below, so search the map for them
10398 if( !stairs.has_value() ) {
10399 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10400 if( rl_dist( u.pos(), dest ) <= best &&
10401 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10402 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10403 mp.ter( dest ) == t_manhole_cover ) ) ||
10404 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10405 stairs.emplace( dest );
10406 best = rl_dist( u.pos(), dest );
10407 }
10408 }
10409 }
10410
10411 if( stairs.has_value() ) {
10412 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10413 npc *guy = dynamic_cast<npc *>( blocking_creature );
10414 monster *mon = dynamic_cast<monster *>( blocking_creature );
10415 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10416 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10417 std::string cr_name = blocking_creature->get_name();
10418 std::string msg;
10419 if( guy ) {
10420 //~ %s is the name of hostile NPC
10421 msg = string_format( _( "%s is in the way!" ), cr_name );
10422 } else {
10423 //~ %s is some monster
10424 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10425 }
10426
10427 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10428 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10429 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10430 add_msg( msg );
10431 return cata::nullopt;
10432 }
10433 }
10434 return stairs;
10435 }
10436
10437 // No stairs found! Try to make some
10438 rope_ladder = false;
10439 stairs.emplace( u.pos() );
10440 stairs->z = z_after;
10441 // Check the destination area for lava.
10442 if( mp.ter( *stairs ) == t_lava ) {
10443 if( movez < 0 &&
10444 !query_yn(
10445 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10446 return cata::nullopt;
10447 } else if( movez > 0 &&
10448 !query_yn(
10449 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10450 return cata::nullopt;
10451 }
10452
10453 return stairs;
10454 }
10455
10456 if( movez > 0 ) {
10457 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10458 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10459 return cata::nullopt;
10460 }
10461 }
10462 // Manhole covers need this to work
10463 // Maybe require manhole cover here and fail otherwise?
10464 return stairs;
10465 }
10466
10467 if( mp.impassable( *stairs ) ) {
10468 popup( _( "Halfway down, the way down becomes blocked off." ) );
10469 return cata::nullopt;
10470 }
10471
10472 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10473 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10474 rope_ladder = true;
10475 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10476 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10477 } else {
10478 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10479 }
10480 } else {
10481 return cata::nullopt;
10482 }
10483 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10484 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10485 if( u.has_trait( trait_VINES2 ) ) {
10486 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10487 rope_ladder = true;
10488 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10489 u.mod_pain( 5 );
10490 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10491 u.mod_stored_nutr( 10 );
10492 u.mod_thirst( 10 );
10493 } else {
10494 add_msg( _( "You gingerly descend using your vines." ) );
10495 }
10496 } else {
10497 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10498 rope_ladder = true;
10499 u.mod_stored_nutr( 10 );
10500 u.mod_thirst( 10 );
10501 }
10502 } else {
10503 return cata::nullopt;
10504 }
10505 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10506 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10507 rope_ladder = true;
10509 } else {
10510 return cata::nullopt;
10511 }
10512 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10513 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10514 rope_ladder = true;
10516 } else {
10517 return cata::nullopt;
10518 }
10519 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10520 return cata::nullopt;
10521 }
10522
10523 return stairs;
10524}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:739
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8138
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9362
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4271
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4161
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3268
T & emplace(Args &&... args)
Definition: optional.h:146
constexpr bool has_value() const noexcept
Definition: optional.h:123
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8281
bool impassable(const tripoint &p) const
Definition: map.cpp:1795
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8610
bool is_enemy() const
Definition: npc.cpp:2057
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:9912
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:722
ter_id t_lava
Definition: mapdata.cpp:697
ter_id t_elevator
Definition: mapdata.cpp:725
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, Character::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9714 of file game.cpp.

9716{
9717 if( c == nullptr ) {
9718 debugmsg( "game::fling_creature invoked on null target" );
9719 return;
9720 }
9721
9722 if( c->is_dead_state() ) {
9723 // Flinging a corpse causes problems, don't enable without testing
9724 return;
9725 }
9726
9727 if( c->is_hallucination() ) {
9728 // Don't fling hallucinations
9729 return;
9730 }
9731
9732 bool thru = true;
9733 const bool is_u = ( c == &u );
9734 // Don't animate critters getting bashed if animations are off
9735 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9736
9737 player *p = dynamic_cast<player *>( c );
9738
9739 tileray tdir( dir );
9740 int range = flvel / 10;
9741 tripoint pt = c->pos();
9742 tripoint prev_point = pt;
9743 bool force_next = false;
9744 tripoint next_forced;
9745 while( range > 0 ) {
9746 c->set_underwater( false );
9747 // TODO: Check whenever it is actually in the viewport
9748 // or maybe even just redraw the changed tiles
9749 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9750 if( force_next ) {
9751 pt = next_forced;
9752 force_next = false;
9753 } else {
9754 tdir.advance();
9755 pt.x = c->posx() + tdir.dx();
9756 pt.y = c->posy() + tdir.dy();
9757 }
9758 float force = 0;
9759
9760 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9761 //We process the intervening tile on this iteration and then the current tile on the next
9762 next_forced = pt;
9763 force_next = true;
9764 if( one_in( 2 ) ) {
9765 pt.x = prev_point.x;
9766 } else {
9767 pt.y = prev_point.y;
9768 }
9769 }
9770
9771
9772 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9773 monster &critter = *mon_ptr;
9774 // Approximate critter's "stopping power" with its max hp
9775 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9776 const int damage = rng( force, force * 2.0f ) / 6;
9777 c->impact( damage, pt );
9778 // Multiply zed damage by 6 because no body parts
9779 const int zed_damage = std::max( 0,
9780 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9781 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9782 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9783 critter.check_dead_state();
9784 if( !critter.is_dead() ) {
9785 thru = false;
9786 }
9787 } else if( m.impassable( pt ) ) {
9788 if( !m.veh_at( pt ).obstacle_at_part() ) {
9789 force = std::min<float>( m.bash_strength( pt ), flvel );
9790 } else {
9791 // No good way of limiting force here
9792 // Keep it 1 less than maximum to make the impact hurt
9793 // but to keep the target flying after it
9794 force = flvel - 1;
9795 }
9796 const int damage = rng( force, force * 2.0f ) / 9;
9797 c->impact( damage, pt );
9798 if( m.is_bashable( pt ) ) {
9799 // Only go through if we successfully make the tile passable
9800 m.bash( pt, flvel );
9801 thru = m.passable( pt );
9802 } else {
9803 thru = false;
9804 }
9805 }
9806
9807 // If the critter dies during flinging, moving it around causes debugmsgs
9808 if( c->is_dead_state() ) {
9809 return;
9810 }
9811
9812 flvel -= force;
9813 if( thru ) {
9814 if( p != nullptr ) {
9815 if( p->in_vehicle ) {
9816 m.unboard_vehicle( p->pos() );
9817 }
9818 // If we're flinging the player around, make sure the map stays centered on them.
9819 if( is_u && !suppress_map_update ) {
9820 update_map( pt.x, pt.y );
9821 } else {
9822 p->setpos( pt );
9823 }
9824 } else if( !critter_at( pt ) ) {
9825 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9826 // Just don't setpos if it happens - next iteration will do so
9827 // or the monster will stop a tile before the unpassable one
9828 c->setpos( pt );
9829 }
9830 } else {
9831 // Don't zero flvel - count this as slamming both the obstacle and the ground
9832 // although at lower velocity
9833 break;
9834 }
9835 //Vehicle wall tiles don't count for range
9836 if( !force_next ) {
9837 range--;
9838 }
9839 prev_point = pt;
9840 if( animate && ( seen || u.sees( *c ) ) ) {
9845 }
9846 }
9847
9848 // Fall down to the ground - always on the last reached tile
9849 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9850 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9851 // Didn't smash into a wall or a floor so only take the fall damage
9852 if( thru && trap_under_creature == tr_ledge ) {
9853 m.creature_on_trap( *c, false );
9854 } else {
9855 // Fall on ground
9856 int force = rng( flvel, flvel * 2 ) / 9;
9857 if( controlled ) {
9858 force = std::max( force / 2 - 5, 0 );
9859 }
9860 if( force > 0 ) {
9861 int dmg = c->impact( force, c->pos() );
9862 // TODO: Make landing damage the floor
9863 m.bash( c->pos(), dmg / 4, false, false, false );
9864 }
9865 // Always apply traps to creature i.e. bear traps, tele traps etc.
9866 m.creature_on_trap( *c, false );
9867 }
9868 } else {
9869 c->set_underwater( true );
9870 if( is_u ) {
9871 if( controlled ) {
9872 add_msg( _( "You dive into water." ) );
9873 } else {
9874 add_msg( m_warning, _( "You fall into water." ) );
9875 }
9876 }
9877 }
9878}
void setpos(const tripoint &p) override
Definition: character.h:798
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1840
point update_map(player &p)
Definition: game.cpp:10603
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2460
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6497
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3527
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1081
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2425
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8487
bool passable(const tripoint &p) const
Definition: map.cpp:1800
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1879
bool is_dead() const
Definition: monster.cpp:2777
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1660
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2493
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 4967 of file game.cpp.

4968{
4969 const auto valid_location = [&]( const tripoint & p ) {
4970 return g->is_empty( p );
4971 };
4972 const auto get_random_point = [&]() -> tripoint {
4973 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
4974 {
4975 return p * 2 - ( *pos );
4976 } else
4977 {
4978 return p;
4979 }
4980 };
4981
4982 const std::string &door_name = door_type.obj().name();
4983 const tripoint kbp = get_random_point();
4984
4985 // can't pushback any creatures/items anywhere, that means the door can't close.
4986 const bool cannot_push = kbp == p;
4987 const bool can_see = u.sees( p );
4988
4989 player *npc_or_player = critter_at<player>( p, false );
4990 if( npc_or_player != nullptr ) {
4991 if( bash_dmg <= 0 ) {
4992 return false;
4993 }
4994 if( npc_or_player->is_npc() && can_see ) {
4995 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
4996 } else if( npc_or_player->is_player() ) {
4997 add_msg( m_bad, _( "The %s hits you." ), door_name );
4998 }
4999 if( npc_or_player->activity ) {
5000 npc_or_player->cancel_activity();
5001 }
5002 // TODO: make the npc angry?
5003 npc_or_player->hitall( bash_dmg, 0, nullptr );
5004 if( cannot_push ) {
5005 return false;
5006 }
5007 // TODO implement who was closing the door and replace nullptr
5008 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5009 // TODO: perhaps damage/destroy the gate
5010 // if the npc was really big?
5011 }
5012 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5013 monster &critter = *mon_ptr;
5014 if( bash_dmg <= 0 ) {
5015 return false;
5016 }
5017 if( can_see ) {
5018 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5019 }
5020 if( critter.type->size <= MS_SMALL ) {
5021 critter.die_in_explosion( nullptr );
5022 } else {
5023 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5024 critter.check_dead_state();
5025 }
5026 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5027 // big critters simply prevent the gate from closing
5028 // TODO: perhaps damage/destroy the gate
5029 // if the critter was really big?
5030 return false;
5031 }
5032 if( !critter.is_dead() ) {
5033 // Still alive? Move the critter away so the door can close
5034 if( cannot_push ) {
5035 return false;
5036 }
5037 // TODO implement who was closing the door and replace nullptr
5038 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5039 if( critter_at( p ) ) {
5040 return false;
5041 }
5042 }
5043 }
5044 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5045 if( bash_dmg <= 0 ) {
5046 return false;
5047 }
5048 vp->vehicle().damage( vp->part_index(), bash_dmg );
5049 if( m.veh_at( p ) ) {
5050 // Check again in case all parts at the door tile
5051 // have been destroyed, if there is still a vehicle
5052 // there, the door can not be closed
5053 return false;
5054 }
5055 }
5056 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5057 return false;
5058 }
5059 if( bash_dmg == 0 ) {
5060 for( auto &elem : m.i_at( p ) ) {
5061 if( elem.made_of( LIQUID ) ) {
5062 // Liquids are OK, will be destroyed later
5063 continue;
5064 } else if( elem.volume() < 250_ml ) {
5065 // Dito for small items, will be moved away
5066 continue;
5067 }
5068 // Everything else prevents the door from closing
5069 return false;
5070 }
5071 }
5072
5073 m.ter_set( p, door_type );
5074 if( m.has_flag( "NOITEM", p ) ) {
5075 map_stack items = m.i_at( p );
5076 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5077 if( it->made_of( LIQUID ) ) {
5078 it = items.erase( it );
5079 continue;
5080 }
5081 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5082 if( can_see ) {
5083 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5084 } else {
5085 add_msg( m_warning, _( "Something shatters!" ) );
5086 }
5087 it = items.erase( it );
5088 continue;
5089 }
5090 if( cannot_push ) {
5091 return false;
5092 }
5093 m.add_item_or_charges( kbp, *it );
5094 it = items.erase( it );
5095 }
5096 }
5097 return true;
5098}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8415
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
Definition: game.cpp:4225
iterator erase(const_iterator it) override
Definition: map.cpp:152
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1639
void die_in_explosion(Creature *source)
Definition: monster.cpp:1674
bool is_npc() const override
Definition: player.h:103
bool is_player() const override
Definition: player.h:93
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:513
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 534 of file game.cpp.

535{
536 return gamemode ? gamemode->id() : SGAME_NULL;
537}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 11951 of file game.cpp.

11952{
11953 for( Creature &critter : all_creatures() ) {
11954 if( pred( critter ) ) {
11955 return &critter;
11956 }
11957 }
11958 return nullptr;
11959}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11861 of file game.cpp.

11863{
11864 std::vector<Creature *> result;
11865 for( Creature &critter : all_creatures() ) {
11866 if( pred( critter ) ) {
11867 result.push_back( &critter );
11868 }
11869 }
11870 return result;
11871}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11841 of file game.cpp.

11842{
11843 // The player is located in the middle submap of the map.
11845 const tripoint pos_om = sm_to_om_copy( sm );
11846 // TODO: fix point types
11847 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11848}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8291
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8671 of file game.cpp.

8672{
8673 std::vector<std::string> harmful_stuff;
8674 const auto fields_here = m.field_at( u.pos() );
8675 for( const auto &e : m.field_at( dest_loc ) ) {
8676 // warn before moving into a dangerous field except when already standing within a similar field
8677 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8678 harmful_stuff.push_back( e.second.name() );
8679 }
8680 }
8681
8682 if( !u.is_blind() ) {
8683 const trap &tr = m.tr_at( dest_loc );
8684 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8685 true ) );
8686 // HACK: Hack for now, later ledge should stop being a trap
8687 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8688 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8689 if( !boardable ) {
8690 harmful_stuff.emplace_back( tr.name() );
8691 }
8692 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8693 harmful_stuff.emplace_back( tr.name() );
8694 }
8695
8696 static const std::set< body_part > sharp_bps = {
8699 };
8700
8701 const auto sharp_bp_check = [this]( body_part bp ) {
8702 return character_funcs::is_bp_immune_to( u, bp, { DT_CUT, 10 } );
8703 };
8704
8705 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8706 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8707 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8708 harmful_stuff.emplace_back( m.name( dest_loc ) );
8709 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8710 m.veh_at( dest_loc ) ) &&
8711 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8712 harmful_stuff.emplace_back( m.name( dest_loc ) );
8713 }
8714
8715 }
8716
8717 return harmful_stuff;
8718}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:257
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6735
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:197
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5301
bool has_zlevels() const
Definition: map.h:1684
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
@ DT_CUT
Definition: damage.h:25
bool is_bp_immune_to(const Character &who, body_part bp, damage_unit dam)
Check if character's body part is immune to given damage.
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), character_funcs::is_bp_immune_to(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3583 of file game.cpp.

3584{
3585 // We're going to get the contiguous fishable terrain starting at
3586 // the provided fishing location (e.g. where a line was cast or a fish
3587 // trap was set), and then check whether or not fishable monsters are
3588 // actually in those locations. This will help us ensure that we're
3589 // getting our fish from the location that we're ACTUALLY fishing,
3590 // rather than just somewhere in the vicinity.
3591
3592 std::unordered_set<tripoint> visited;
3593
3594 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3595 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3596
3597 const inclusive_cuboid<tripoint> fishing_boundaries(
3598 fishing_boundary_min, fishing_boundary_max );
3599
3600 const auto get_fishable_terrain = [&]( tripoint starting_point,
3601 std::unordered_set<tripoint> &fishable_terrain ) {
3602 std::queue<tripoint> to_check;
3603 to_check.push( starting_point );
3604 while( !to_check.empty() ) {
3605 const tripoint current_point = to_check.front();
3606 to_check.pop();
3607
3608 // We've been here before, so bail.
3609 if( visited.find( current_point ) != visited.end() ) {
3610 continue;
3611 }
3612
3613 // This point is out of bounds, so bail.
3614 if( !fishing_boundaries.contains( current_point ) ) {
3615 continue;
3616 }
3617
3618 // Mark this point as visited.
3619 visited.emplace( current_point );
3620
3621 if( m.has_flag( "FISHABLE", current_point ) ) {
3622 fishable_terrain.emplace( current_point );
3623 to_check.push( current_point + point_south );
3624 to_check.push( current_point + point_north );
3625 to_check.push( current_point + point_east );
3626 to_check.push( current_point + point_west );
3627 }
3628 }
3629 return;
3630 };
3631
3632 // Starting at the provided location, get our fishable terrain
3633 // and populate a set with those locations which we'll then use
3634 // to determine if any fishable monsters are in those locations.
3635 std::unordered_set<tripoint> fishable_points;
3636 get_fishable_terrain( fish_pos, fishable_points );
3637
3638 return fishable_points;
3639}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3641 of file game.cpp.

3643{
3644 std::vector<monster *> unique_fish;
3645 for( monster &critter : all_monsters() ) {
3646 // If it is fishable...
3647 if( critter.has_flag( MF_FISHABLE ) ) {
3648 const tripoint critter_pos = critter.pos();
3649 // ...and it is in a fishable location.
3650 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3651 unique_fish.push_back( &critter );
3652 }
3653 }
3654 }
3655
3656 return unique_fish;
3657}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 1965 of file game.cpp.

1966{
1967 return follower_ids;
1968}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 875 of file game.cpp.

876{
877 return *kill_tracker_ptr;
878}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11826 of file game.cpp.

11827{
11828 return m.get_abs_sub().x;
11829}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11831 of file game.cpp.

11832{
11833 return m.get_abs_sub().y;
11834}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7062 of file game.cpp.

7063{
7064 return moves_since_last_save;
7065}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11873 of file game.cpp.

11874{
11875 std::vector<npc *> result;
11876 for( npc &guy : all_npcs() ) {
11877 if( pred( guy ) ) {
11878 result.push_back( &guy );
11879 }
11880 }
11881 return result;
11882}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 11961 of file game.cpp.

11962{
11963 return get_world_base_save_path() + "/" + base64_encode( u.name );
11964}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:11966

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 245 of file handle_action.cpp.

246{
247 input_context ctxt;
248 if( uquit == QUIT_WATCH ) {
249 ctxt = input_context( "DEFAULTMODE" );
250 ctxt.set_iso( true );
251 // The list of allowed actions in death-cam mode in game::handle_action
252 // *INDENT-OFF*
253 for( const action_id id : {
266 } ) {
267 ctxt.register_action( action_ident( id ) );
268 }
269 // *INDENT-ON*
270 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
271 } else {
273 }
274
276
277 user_turn current_turn;
278
279
280 // Checking early if we will need to handle animations
281 // If we do not need to handle animations that will not change as long as the user has not selected an action
282 // and we can handle it like we are not animating.
283 weather_printable wPrint;
284 bool animate_weather = false;
285 bool animate_sct = false;
286 bool do_animations = [&]() {
287 if( get_option<bool>( "ANIMATIONS" ) ) {
288 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
289
290 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
291 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
292
293#if defined(TILES)
294 // Always animate, minimap and terrain may have animations to run
295 return true;
296#else
297 // Otherwise we need to see if we actually should animate.
298 // Minimap and Terrain never animate in !TILES
299 return animate_weather || animate_sct || uquit == QUIT_WATCH;
300#endif
301 }
302 return false;
303 }
304 ();
305
306 if( do_animations ) {
307 ctxt.set_timeout( 125 );
308
310 make_shared_fast<game::draw_callback_t>( [&]() {
311 if( animate_weather ) {
312 draw_weather( wPrint );
313 }
314 if( animate_sct ) {
315 draw_sct();
316 }
317 } );
318 add_draw_callback( animation_cb );
319 invalidate_main_ui_adaptor(); // We want to redraw at least once.
320
321 do {
322 if( animate_weather ) {
324 generate_weather_anim_frame( get_weather().weather_id, wPrint );
325 }
326 // don't bother calculating SCT if we won't show it
327 if( animate_sct ) {
329
331
332 //Check for creatures on all drawing positions and offset if necessary
333 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
334 const direction oCurDir = iter->getDirecton();
335 const int width = utf8_width( iter->getText() );
336 for( int i = 0; i < width; ++i ) {
337 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
338 const Creature *critter = critter_at( tmp, true );
339
340 if( critter != nullptr && u.sees( *critter ) ) {
341 i = -1;
342 int iPos = iter->getStep() + iter->getStepOffset();
343 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
344 if( iter2->getDirecton() == oCurDir &&
345 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
346 if( iter2->getType() == "hp" ) {
347 iter2->advanceStepOffset();
348 }
349
350 iter2->advanceStepOffset();
351 iPos = iter2->getStep() + iter2->getStepOffset();
352 }
353 }
354 }
355 }
356 }
357
358 // Stop animation when done
359 animate_sct = !SCT.vSCT.empty();
360 }
361 // We don't cache these checks as their result may change after 1st redraw
363 // TODO: we redraw *everything* just to animate a couple blinking dots
364 // on the minimap or a few tiles.
365 // This is far from ideal, and can probably be done much cheaper
366 // (update only part of the screen? draw static parts into a texture?)
368 }
369
370 std::unique_ptr<static_popup> deathcam_msg_popup;
371 if( uquit == QUIT_WATCH ) {
372 deathcam_msg_popup = std::make_unique<static_popup>();
373 deathcam_msg_popup
374 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
375 .on_top( true );
376 }
377
379 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
380 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
381 ctxt.reset_timeout();
382 } else {
385 SCT.vSCT.clear();
386
387 ctxt.set_timeout( 125 );
388 while( handle_mouseview( ctxt, action ) ) {
389 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
390 break;
391 }
392 }
393 ctxt.reset_timeout();
394 }
395
396 return ctxt;
397}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:259
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1144
bool minimap_requires_animation()
Definition: animation.cpp:1135
void draw_sct()
Definition: animation.cpp:805
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:764
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:2996
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:1996
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:959
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2096
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1777 of file game.cpp.

1778{
1779 return seed;
1780}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7067 of file game.cpp.

7068{
7069 return user_action_counter;
7070}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3251 of file game.cpp.

3252{
3253 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3254 return cata::nullopt;
3255 }
3256 const optional_vpart_position vp = m.veh_at( u.pos() );
3257 if( !vp ) {
3258 return cata::nullopt;
3259 }
3260 vehicle *const veh = &vp->vehicle();
3261 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3262 float r = 10.0;
3263 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3264}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 11966 of file game.cpp.

11967{
11968 if( world_generator->active_world == nullptr ) {
11969 return PATH_INFO::savedir();
11970 }
11971 return world_generator->active_world->folder_path();
11972}
std::string savedir()
Definition: path_info.cpp:254

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), save_factions_missions_npcs(), and setup().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7053 of file game.cpp.

7054{
7055#if defined(TILES)
7056 return tileset_zoom;
7057#else
7058 return DEFAULT_TILESET_ZOOM;
7059#endif
7060}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9474 of file game.cpp.

9475{
9476 // Furniture: pull, push, or standing still and nudging object around.
9477 // Can push furniture out of reach.
9478 tripoint fpos = u.pos() + u.grab_point;
9479 // supposed position of grabbed furniture
9480 if( !m.has_furn( fpos ) ) {
9481 // Where did it go? We're grabbing thin air so reset.
9482 add_msg( m_info, _( "No furniture at grabbed point." ) );
9483 u.grab( OBJECT_NONE );
9484 return false;
9485 }
9486
9487 const bool pushing_furniture = dp == u.grab_point;
9488 const bool pulling_furniture = dp == -u.grab_point;
9489 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9490
9491 tripoint fdest = fpos + dp; // intended destination of furniture.
9492 // Check floor: floorless tiles don't need to be flat and have no traps
9493 const bool has_floor = m.has_floor( fdest );
9494 // Unfortunately, game::is_empty fails for tiles we're standing on,
9495 // which will forbid pulling, so:
9496 const bool canmove = (
9497 m.passable( fdest ) &&
9498 critter_at<npc>( fdest ) == nullptr &&
9499 critter_at<monster>( fdest ) == nullptr &&
9500 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9501 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9502 !m.has_furn( fdest ) &&
9503 !m.veh_at( fdest ) &&
9504 ( !has_floor || m.tr_at( fdest ).is_null() )
9505 );
9506
9507 const furn_t furntype = m.furn( fpos ).obj();
9508 const int src_items = m.i_at( fpos ).size();
9509 const int dst_items = m.i_at( fdest ).size();
9510
9511 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9512 [&]( item & liquid_item ) {
9513 return liquid_item.made_of( LIQUID );
9514 } );
9515
9516 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9517 !m.has_flag( "SWIMMABLE", fdest ) &&
9518 !m.has_flag( "DESTROY_ITEM", fdest );
9519
9520 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9521 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9522 m.furn( fpos ).obj().has_flag( "SEALED" );
9523
9524 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9525 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9526
9527 int str_req = furntype.move_str_req;
9528 // Factor in weight of items contained in the furniture.
9529 units::mass furniture_contents_weight = 0_gram;
9530 for( auto &contained_item : m.i_at( fpos ) ) {
9531 furniture_contents_weight += contained_item.weight();
9532 }
9533 str_req += furniture_contents_weight / 4_kilogram;
9534 if( !canmove ) {
9535 // TODO: What is something?
9536 add_msg( _( "The %s collides with something." ), furntype.name() );
9537 u.moves -= 50;
9538 return true;
9539 ///\EFFECT_STR determines ability to drag furniture
9540 } else if( str_req > u.get_str() &&
9541 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9542 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9543 furntype.name() );
9544 u.moves -= 100;
9545 u.mod_pain( 1 ); // Hurt ourselves.
9546 return true; // furniture and or obstacle wins.
9547 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9548 add_msg( _( "There's stuff in the way." ) );
9549 u.moves -= 50;
9550 return true;
9551 }
9552
9553 u.moves -= str_req * 10;
9554 // Additional penalty if we can't comfortably move it.
9555 if( str_req > u.get_str() ) {
9556 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9557 if( move_penalty <= 1000 ) {
9558 if( u.get_str() >= str_req - 3 ) {
9559 u.moves -= std::max( 3000, move_penalty * 10 );
9560 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9561 if( one_in( 3 ) ) {
9562 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9563 return true;
9564 }
9565 } else {
9566 u.moves -= 100;
9567 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9568 return true;
9569 }
9570 }
9571 u.moves -= move_penalty;
9572 if( move_penalty > 500 ) {
9573 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9574 furntype.name() );
9575 } else if( move_penalty > 200 ) {
9576 if( one_in( 3 ) ) { // Nag only occasionally.
9577 add_msg( _( "It takes some time to move the heavy %s." ),
9578 furntype.name() );
9579 }
9580 }
9581 }
9583 _( "a scraping noise." ), true, "misc", "scraping" );
9584
9586 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9587
9588 // Actually move the furniture.
9589 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9590 m.furn_set( fpos, f_null );
9591
9592 if( fire_intensity == 1 && !pulling_furniture ) {
9593 m.remove_field( fpos, fd_fire );
9594 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9595 m.set_field_age( fdest, fd_fire, fire_age );
9596 }
9597
9598 // Is there is only liquids on the ground, remove them after moving furniture.
9599 if( dst_items > 0 && only_liquid_items ) {
9600 m.i_clear( fdest );
9601 }
9602
9603 if( src_items > 0 ) { // Move the stuff inside.
9604 if( dst_item_ok && src_item_ok ) {
9605 // Assume contents of both cells are legal, so we can just swap contents.
9606 std::list<item> temp;
9607 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9608 std::back_inserter( temp ) );
9609 m.i_clear( fpos );
9610 for( auto item_iter = m.i_at( fdest ).begin();
9611 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9612 m.i_at( fpos ).insert( *item_iter );
9613 }
9614 m.i_clear( fdest );
9615 for( auto &cur_item : temp ) {
9616 m.i_at( fdest ).insert( cur_item );
9617 }
9618 } else {
9619 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9620 }
9621 }
9622
9623 if( shifting_furniture ) {
9624 // We didn't move
9625 tripoint d_sum = u.grab_point + dp;
9626 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9627 u.grab_point = d_sum; // furniture moved relative to us
9628 } else { // we pushed furniture out of reach
9629 add_msg( _( "You let go of the %s." ), furntype.name() );
9630 u.grab( OBJECT_NONE );
9631 }
9632 return true; // We moved furniture but stayed still.
9633 }
9634
9635 if( pushing_furniture && m.impassable( fpos ) ) {
9636 // Not sure how that chair got into a wall, but don't let player follow.
9637 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9638 furntype.name(), m.tername( fdest ) );
9639 u.grab( OBJECT_NONE );
9640 return true;
9641 }
9642
9643 return false;
9644}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:3921
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:664
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4801
void insert(const item &newitem) override
Definition: map.cpp:157
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5467
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5341
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5375
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5381
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5354
std::string tername(const tripoint &p) const
Definition: map.cpp:1709
void i_clear(const tripoint &p)
Definition: map.cpp:4128
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1360
bool has_floor(const tripoint &p) const
Definition: map.cpp:2007
tripoint grab_point
Definition: player.h:367
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1097
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:515
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, Character::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9646 of file game.cpp.

9647{
9648 if( u.get_grab_type() == OBJECT_NONE ) {
9649 return false;
9650 }
9651
9652 if( dp.z != 0 ) {
9653 // No dragging stuff up/down stairs yet!
9654 return false;
9655 }
9656
9657 // vehicle: pulling, pushing, or moving around the grabbed object.
9658 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9659 return grabbed_veh_move( dp );
9660 }
9661
9662 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9663 return grabbed_furn_move( dp );
9664 }
9665
9666 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9668 u.grab( OBJECT_NONE );
9669 return false;
9670}
object_type get_grab_type() const
Definition: avatar.cpp:672
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9474
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 grabbed_vehicle->adjust_zlevel( 1, dp );
159
160 // Set player location to illegal value so it can't collide with vehicle.
161 const tripoint player_prev = u.pos();
163 std::vector<veh_collision> colls;
164 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
165 u.setpos( player_prev );
166 if( !colls.empty() ) {
167 blocker_name = colls.front().target_name;
168 }
169 return failed ? tripoint_zero : actual_dir;
170 };
171
172 // First try the move as intended
173 // But if that fails and the move is a zig-zag, try to recover:
174 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
175 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
176 if( final_dp_veh == tripoint_zero && zigzag ) {
177 final_dp_veh = get_move_dir( -prev_grab, -dp );
178 next_grab = -dp;
179 }
180
181 if( final_dp_veh == tripoint_zero ) {
182 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
183 u.grab_point = prev_grab;
184 return true;
185 }
186
187 u.grab_point = next_grab;
188
189 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
190
191 if( grabbed_vehicle ) {
192 grabbed_vehicle->shift_zlevel();
193 grabbed_vehicle->check_falling_or_floating();
194 } else {
195 debugmsg( "Grabbed vehicle disappeared" );
196 return false;
197 }
198
199 for( int p : wheel_indices ) {
200 if( one_in( 2 ) ) {
201 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
202 grabbed_vehicle->handle_trap( wheel_p, p );
203 }
204 }
205
206 return false;
207
208}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1119
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1780
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5826
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3281
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3150
bool valid_wheel_config() const
Definition: vehicle.cpp:4459
units::mass total_mass() const
Definition: vehicle.cpp:3306
std::vector< int > wheelcache
Definition: vehicle.h:1818
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1948
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6970
int part_count() const
Definition: vehicle.cpp:7077
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3262
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7082
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3286
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1927
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, Character::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1520 of file handle_action.cpp.

1521{
1522 std::string action;
1523 input_context ctxt;
1525 user_turn current_turn;
1526 // Check if we have an auto-move destination
1527 if( u.has_destination() ) {
1529 if( act == ACTION_NULL ) {
1530 add_msg( m_info, _( "Auto-move canceled" ) );
1532 return false;
1533 }
1534 } else if( u.has_destination_activity() ) {
1535 // starts destination activity after the player successfully reached his destination
1537 return false;
1538 } else {
1539 // No auto-move, ask player for input
1540 ctxt = get_player_input( action );
1541 }
1542
1543 const optional_vpart_position vp = m.veh_at( u.pos() );
1544 bool veh_ctrl = !u.is_dead_state() &&
1545 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1546
1547 // If performing an action with right mouse button, co-ordinates
1548 // of location clicked.
1549 cata::optional<tripoint> mouse_target;
1550
1551 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1552 uquit = QUIT_DIED;
1553 return false;
1554 }
1555
1556 if( act == ACTION_NULL ) {
1558
1559 if( act == ACTION_KEYBINDINGS ) {
1560 // already handled by input context
1561 return false;
1562 }
1563
1564 if( act == ACTION_MAIN_MENU ) {
1565 if( uquit == QUIT_WATCH ) {
1566 return false;
1567 }
1568 // No auto-move actions have or can be set at this point.
1570 destination_preview.clear();
1572 if( act == ACTION_NULL ) {
1573 return false;
1574 }
1575 }
1576
1577 if( act == ACTION_ACTIONMENU ) {
1578 if( uquit == QUIT_WATCH ) {
1579 return false;
1580 }
1581 // No auto-move actions have or can be set at this point.
1583 destination_preview.clear();
1585 if( act == ACTION_NULL ) {
1586 return false;
1587 }
1588#if defined(__ANDROID__)
1589 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1590 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1591 }
1592#endif
1593 }
1594
1595 if( act == ACTION_KEYBINDINGS ) {
1597 destination_preview.clear();
1598 act = ctxt.display_menu( true );
1599 if( act == ACTION_NULL ) {
1600 return false;
1601 }
1602 }
1603
1606 }
1607
1608 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1609 // Mouse button click
1610 if( veh_ctrl ) {
1611 // No mouse use in vehicle
1612 return false;
1613 }
1614
1615 if( u.is_dead_state() ) {
1616 // do not allow mouse actions while dead
1617 return false;
1618 }
1619
1620 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1621 if( !mouse_pos ) {
1622 return false;
1623 } else if( !u.sees( *mouse_pos ) ) {
1624 // Not clicked in visible terrain
1625 return false;
1626 }
1627 mouse_target = mouse_pos;
1628
1629 if( act == ACTION_SELECT ) {
1630 // Note: The following has the potential side effect of
1631 // setting auto-move destination state in addition to setting
1632 // act.
1633 if( !try_get_left_click_action( act, *mouse_target ) ) {
1634 return false;
1635 }
1636 } else if( act == ACTION_SEC_SELECT ) {
1637 if( !try_get_right_click_action( act, *mouse_target ) ) {
1638 return false;
1639 }
1640 }
1641 } else if( act != ACTION_TIMEOUT ) {
1642 // act has not been set for an auto-move, so clearing possible
1643 // auto-move destinations. Since initializing an auto-move with
1644 // the mouse may span across multiple actions, we do not clear the
1645 // auto-move destination if the action is only a timeout, as this
1646 // would require the user to double click quicker than the
1647 // timeout delay.
1649 destination_preview.clear();
1650 }
1651 }
1652
1653 if( act == ACTION_NULL ) {
1654 const input_event &&evt = ctxt.get_raw_input();
1655 if( !evt.sequence.empty() ) {
1656 const int ch = evt.get_first_input();
1657 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1658 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1659 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1660 if( const cata::optional<std::string> hint =
1662 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1663 "the current context." ),
1664 *hint );
1665 }
1666 }
1667 }
1668 return false;
1669 }
1670
1671 // This has no action unless we're in a special game mode.
1672 gamemode->pre_action( act );
1673
1674 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1675
1676 int before_action_moves = u.moves;
1677
1678 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1679 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1680 switch( act ) {
1683 break;
1684
1685 case ACTION_CENTER:
1688 break;
1689
1690 case ACTION_SHIFT_N:
1691 case ACTION_SHIFT_NE:
1692 case ACTION_SHIFT_E:
1693 case ACTION_SHIFT_SE:
1694 case ACTION_SHIFT_S:
1695 case ACTION_SHIFT_SW:
1696 case ACTION_SHIFT_W:
1697 case ACTION_SHIFT_NW: {
1698 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1707 };
1709 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1710 }
1711 break;
1712
1713 case ACTION_LOOK:
1714 look_around();
1715 break;
1716
1717 case ACTION_KEYBINDINGS:
1718 // already handled by input context
1719 break;
1720
1721 default:
1722 break;
1723 }
1724 }
1725
1726 // actions allowed only while alive
1727 if( !u.is_dead_state() ) {
1728 switch( act ) {
1729 case ACTION_NULL:
1730 case NUM_ACTIONS:
1731 break; // dummy entries
1732 case ACTION_ACTIONMENU:
1733 case ACTION_MAIN_MENU:
1734 case ACTION_KEYBINDINGS:
1735 break; // handled above
1736
1737 case ACTION_TIMEOUT:
1738 if( check_safe_mode_allowed( false ) ) {
1740 }
1741 break;
1742
1743 case ACTION_PAUSE:
1744 if( check_safe_mode_allowed() ) {
1746 }
1747 break;
1748
1749 case ACTION_CYCLE_MOVE:
1751 break;
1752
1753 case ACTION_RESET_MOVE:
1755 break;
1756
1757 case ACTION_TOGGLE_RUN:
1759 break;
1760
1763 break;
1764
1767 break;
1768
1769 case ACTION_MOVE_FORTH:
1771 case ACTION_MOVE_RIGHT:
1773 case ACTION_MOVE_BACK:
1775 case ACTION_MOVE_LEFT:
1777 if( !u.get_value( "remote_controlling" ).empty() &&
1781 } else if( veh_ctrl ) {
1782 // vehicle control uses x for steering and y for ac/deceleration,
1783 // so no rotation needed
1785 } else {
1787 if( auto_travel_mode && !u.is_auto_moving() ) {
1788 for( int i = 0; i < SEEX; i++ ) {
1789 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1790 u.posy() + dest_delta.y * ( SEEX - i ),
1791 u.posz() );
1793 auto_travel_destination,
1795 u.get_path_avoid() );
1796 if( !destination_preview.empty() ) {
1799 break;
1800 }
1801 }
1804 if( dest_next == point_zero ) {
1806 }
1807 dest_delta = dest_next;
1808 }
1809 if( !avatar_action::move( u, m, dest_delta ) ) {
1810 // auto-move should be canceled due to a failed move or obstacle
1812 }
1813 }
1814 break;
1815 case ACTION_MOVE_DOWN:
1816 if( u.is_mounted() ) {
1817 auto mon = u.mounted_creature.get();
1818 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1819 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1820 break;
1821 }
1822 }
1823 if( !u.in_vehicle ) {
1824 vertical_move( -1, false );
1825 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1827 }
1828 break;
1829
1830 case ACTION_MOVE_UP:
1831 if( u.is_mounted() ) {
1832 auto mon = u.mounted_creature.get();
1833 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1834 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1835 break;
1836 }
1837 }
1838 if( !u.in_vehicle ) {
1839 vertical_move( 1, false );
1840 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1842 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1843 !vp->vehicle().has_sufficient_rotorlift() ) {
1844 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1845 }
1846 break;
1847
1848 case ACTION_OPEN:
1850 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1851 } else if( u.is_mounted() ) {
1852 add_msg( m_info, _( "You can't open things while you're riding." ) );
1853 } else {
1854 open();
1855 }
1856 break;
1857
1858 case ACTION_CLOSE:
1860 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1861 } else if( u.is_mounted() ) {
1862 auto mon = u.mounted_creature.get();
1863 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1864 add_msg( m_info, _( "You can't close things while you're riding." ) );
1865 }
1866 } else if( mouse_target ) {
1867 doors::close_door( m, u, *mouse_target );
1868 } else {
1869 close();
1870 }
1871 break;
1872
1873 case ACTION_SMASH:
1874 if( veh_ctrl ) {
1875 handbrake();
1876 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1877 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1878 } else {
1879 smash();
1880 }
1881 break;
1882
1883 case ACTION_EXAMINE:
1885 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1886 } else if( mouse_target ) {
1887 examine( *mouse_target );
1888 } else {
1889 examine();
1890 }
1891 break;
1892
1893 case ACTION_ADVANCEDINV:
1895 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1896 } else if( u.is_mounted() ) {
1897 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1898 } else {
1900 }
1901 break;
1902
1903 case ACTION_PICKUP:
1905 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1906 } else if( u.is_mounted() ) {
1907 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1908 } else if( mouse_target ) {
1909 pickup( *mouse_target );
1910 } else {
1911 pickup();
1912 }
1913 break;
1914
1915 case ACTION_PICKUP_FEET:
1917 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1918 } else {
1919 pickup_feet();
1920 }
1921 break;
1922
1923 case ACTION_GRAB:
1925 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1926 } else if( u.is_mounted() ) {
1927 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1928 } else {
1929 grab();
1930 }
1931 break;
1932
1933 case ACTION_HAUL:
1935 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1936 } else if( u.is_mounted() ) {
1937 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1938 } else {
1939 haul();
1940 }
1941 break;
1942
1943 case ACTION_BUTCHER:
1945 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1946 } else if( u.is_mounted() ) {
1947 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1948 } else {
1949 butcher();
1950 }
1951 break;
1952
1953 case ACTION_CHAT:
1954 chat();
1955 break;
1956
1957 case ACTION_PEEK:
1959 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1960 } else if( u.is_mounted() ) {
1961 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1962 } else {
1963 peek();
1964 }
1965 break;
1966
1967 case ACTION_LIST_ITEMS:
1969 break;
1970
1971 case ACTION_ZONES:
1972 zones_manager();
1973 break;
1974
1975 case ACTION_LOOT:
1976 loot();
1977 break;
1978
1979 case ACTION_INVENTORY:
1981 break;
1982
1983 case ACTION_COMPARE:
1985 break;
1986
1987 case ACTION_ORGANIZE:
1989 break;
1990
1991 case ACTION_USE:
1992 // Shell-users are presumed to be able to mess with their inventories, etc
1993 // while in the shell. Eating, gear-changing, and item use are OK.
1995 break;
1996
1997 case ACTION_USE_WIELDED:
1998 u.use_wielded();
1999 break;
2000
2001 case ACTION_WEAR:
2002 wear();
2003 break;
2004
2005 case ACTION_TAKE_OFF:
2006 takeoff();
2007 break;
2008
2009 case ACTION_EAT:
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2016 if( !avatar_action::eat_here( u ) ) {
2018 }
2019 break;
2020
2021 case ACTION_READ:
2022 // Shell-users are presumed to have the book just at an opening and read it that way
2023 read();
2024 break;
2025
2026 case ACTION_WIELD:
2028 break;
2029
2030 case ACTION_PICK_STYLE:
2031 u.martial_arts_data->pick_style( u );
2032 break;
2033
2034 case ACTION_RELOAD_ITEM:
2036 break;
2037
2040 break;
2041
2044 break;
2045
2046 case ACTION_UNLOAD:
2048 break;
2049
2050 case ACTION_MEND:
2052 break;
2053
2054 case ACTION_THROW: {
2055 item_location loc;
2056 avatar_action::plthrow( g->u, loc );
2057 break;
2058 }
2059
2060 case ACTION_FIRE:
2061 fire();
2062 break;
2063
2064 case ACTION_CAST_SPELL:
2065 cast_spell();
2066 break;
2067
2068 case ACTION_FIRE_BURST: {
2069 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2071 }
2072 break;
2073 }
2074
2076 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2077 if( u.weapon.gun_all_modes().size() > 1 ) {
2079 } else {
2080 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2081 }
2082 }
2083 break;
2084
2086 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2088 }
2089 break;
2090
2091 case ACTION_DROP:
2092 // You CAN drop things to your own tile while in the shell.
2093 drop();
2094 break;
2095
2096 case ACTION_DIR_DROP:
2098 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2099 } else {
2101 }
2102 break;
2103 case ACTION_BIONICS:
2104 show_bionics_ui( u );
2105 break;
2106 case ACTION_MUTATIONS:
2108 break;
2109
2110 case ACTION_SORT_ARMOR:
2112 break;
2113
2114 case ACTION_WAIT:
2115 wait();
2116 break;
2117
2118 case ACTION_CRAFT:
2120 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2121 } else if( u.is_mounted() ) {
2122 add_msg( m_info, _( "You can't craft while you're riding." ) );
2123 } else {
2124 u.craft();
2125 }
2126 break;
2127
2128 case ACTION_RECRAFT:
2130 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2131 } else if( u.is_mounted() ) {
2132 add_msg( m_info, _( "You can't craft while you're riding." ) );
2133 } else {
2134 u.recraft();
2135 }
2136 break;
2137
2138 case ACTION_LONGCRAFT:
2140 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2141 } else if( u.is_mounted() ) {
2142 add_msg( m_info, _( "You can't craft while you're riding." ) );
2143 } else {
2144 u.long_craft();
2145 }
2146 break;
2147
2148 case ACTION_DISASSEMBLE:
2149 if( u.controlling_vehicle ) {
2150 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2151 } else if( u.is_mounted() ) {
2152 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2153 } else {
2155 }
2156 break;
2157
2158 case ACTION_CONSTRUCT:
2159 if( u.in_vehicle ) {
2160 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2161 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2162 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2163 } else if( u.is_mounted() ) {
2164 add_msg( m_info, _( "You can't construct while you're riding." ) );
2165 } else {
2166 construction_menu( false );
2167 }
2168 break;
2169
2170 case ACTION_SLEEP:
2171 if( veh_ctrl ) {
2172 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2173 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2174 _( "new default binding is '^'." ) ) );
2175 } else {
2176 sleep();
2177 }
2178 break;
2179
2182 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2183 } else if( u.is_mounted() ) {
2184 u.dismount();
2185 } else {
2187 }
2188 break;
2189
2192 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2193 break;
2194
2196 if( safe_mode == SAFE_MODE_OFF ) {
2198 mostseen = 0;
2199 add_msg( m_info, _( "Safe mode ON!" ) );
2200 } else {
2203 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2204 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2205 }
2209 }
2210 break;
2211
2213 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2214 add_msg( m_info, autosafemode_option.value_as<bool>()
2215 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2216 autosafemode_option.setNext();
2217 break;
2218 }
2219
2221 if( safe_mode == SAFE_MODE_STOP ) {
2222 add_msg( m_info, _( "Ignoring enemy!" ) );
2223 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2224 monster &critter = *elem;
2225 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2226 }
2228 } else if( u.has_effect( effect_laserlocked ) ) {
2229 if( u.has_trait( trait_PROF_CHURL ) ) {
2230 add_msg( m_warning, _( "You make the sign of the cross." ) );
2231 } else {
2232 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2233 }
2236 }
2237 break;
2238
2240 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2242 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2244 mostseen = 0;
2245 } else {
2246 get_safemode().show();
2247 }
2248 break;
2249
2250 case ACTION_SUICIDE:
2251 if( query_yn( _( "Commit suicide?" ) ) ) {
2252 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2253 u.apply_damage( &u, body_part_head, 99999 );
2254 u.moves = 0;
2255 u.place_corpse();
2257 }
2258 }
2259 break;
2260
2261 case ACTION_SAVE:
2262 if( query_yn( _( "Save and quit?" ) ) ) {
2263 if( save() ) {
2264 u.moves = 0;
2265 uquit = QUIT_SAVED;
2266 }
2267 }
2268 break;
2269
2270 case ACTION_QUICKSAVE:
2271 quicksave();
2272 return false;
2273
2274 case ACTION_QUICKLOAD:
2275 quickload();
2276 return false;
2277
2278 case ACTION_PL_INFO:
2280 break;
2281
2282 case ACTION_MAP:
2284 break;
2285
2286 case ACTION_SKY:
2287 if( m.is_outside( u.pos() ) ) {
2289 } else {
2290 add_msg( m_info, _( "You can't see the sky from here." ) );
2291 }
2292 break;
2293
2294 case ACTION_MISSIONS:
2295 list_missions();
2296 break;
2297
2298 case ACTION_SCORES:
2300 break;
2301
2302 case ACTION_DIARY:
2304 break;
2305
2306 case ACTION_FACTIONS:
2307 faction_manager_ptr->display();
2308 break;
2309
2310 case ACTION_MORALE:
2311 u.disp_morale();
2312 break;
2313
2314 case ACTION_MESSAGES:
2316 break;
2317
2318 case ACTION_HELP:
2320 break;
2321
2322 case ACTION_OPTIONS:
2323 get_options().show( true );
2324 break;
2325
2326 case ACTION_AUTOPICKUP:
2328 break;
2329
2330 case ACTION_AUTONOTES:
2332 break;
2333
2334 case ACTION_SAFEMODE:
2335 get_safemode().show();
2336 break;
2337
2340 break;
2341
2342 case ACTION_COLOR:
2343 all_colors.show_gui();
2344 break;
2345
2346 case ACTION_WORLD_MODS:
2347 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2348 break;
2349
2350 case ACTION_DEBUG:
2352 break; //don't do anything when sharing and not debugger
2353 }
2355 break;
2356
2359 break;
2360
2363 break;
2364
2367 break;
2368
2370 reload_tileset( []( std::string str ) {
2371 DebugLog( DL::Info, DC::Main ) << str;
2372 } );
2373 break;
2374
2376 get_options().get_option( "AUTO_FEATURES" ).setNext();
2377 get_options().save();
2378 //~ Auto Features are now ON/OFF
2379 add_msg( _( "%s are now %s." ),
2380 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2381 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2382 break;
2383
2385 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2386 get_options().save();
2387 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2388 add_msg( _( "%s is now set to %s." ),
2389 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2390 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2391 break;
2392
2394 get_options().get_option( "AUTO_MINING" ).setNext();
2395 get_options().save();
2396 //~ Auto Mining is now ON/OFF
2397 add_msg( _( "%s is now %s." ),
2398 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2399 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2400 break;
2401
2403 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2404 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2405 u.set_value( "THIEF_MODE_KEEP", "YES" );
2406 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2407 add_msg( _( "You will not pick up other peoples belongings." ) );
2408 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2409 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2410 u.set_value( "THIEF_MODE_KEEP", "YES" );
2411 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2412 add_msg( _( "You will pick up also those things that belong to others!" ) );
2413 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2414 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2415 u.set_value( "THIEF_MODE_KEEP", "NO" );
2416 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2417 add_msg( _( "You will be reminded not to steal." ) );
2418 } else {
2419 // ERROR
2420 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2421 }
2422 break;
2423
2425 get_options().get_option( "AUTO_FORAGING" ).setNext();
2426 get_options().save();
2427 //~ Auto Foraging is now set to x
2428 add_msg( _( "%s is now set to %s." ),
2429 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2430 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2431 break;
2432
2434 get_options().get_option( "AUTO_PICKUP" ).setNext();
2435 get_options().save();
2436 //~ Auto pickup is now set to x
2437 add_msg( _( "%s is now set to %s." ),
2438 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2439 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2440 break;
2441
2444 break; //don't do anything when sharing and not debugger
2445 }
2446 display_scent();
2447 break;
2448
2451 break; //don't do anything when sharing and not debugger
2452 }
2453 display_scent();
2454 break;
2455
2458 break; //don't do anything when sharing and not debugger
2459 }
2461 break;
2464 break; //don't do anything when sharing and not debugger
2465 }
2467 break;
2470 break; //don't do anything when sharing and not debugger
2471 }
2473 break;
2474
2477 break; //don't do anything when sharing and not debugger
2478 }
2480 break;
2481
2484 break; //don't do anything when sharing and not debugger
2485 }
2487 break;
2488
2491 break; //don't do anything when sharing and not debugger
2492 }
2494 break;
2495
2497 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2498 break;
2499
2502 break;
2503
2506 break; //don't do anything when sharing and not debugger
2507 }
2509 if( debug_mode ) {
2510 add_msg( m_info, _( "Debug mode ON!" ) );
2511 } else {
2512 add_msg( m_info, _( "Debug mode OFF!" ) );
2513 }
2514 break;
2515
2516 case ACTION_ZOOM_IN:
2517 zoom_in();
2519 break;
2520
2521 case ACTION_ZOOM_OUT:
2522 zoom_out();
2524 break;
2525
2526 case ACTION_ITEMACTION:
2528 break;
2529
2530 case ACTION_AUTOATTACK:
2532 break;
2533
2534 default:
2535 break;
2536 }
2537 }
2538 if( act != ACTION_TIMEOUT ) {
2539 u.mod_moves( -current_turn.moves_elapsed() );
2540 }
2541 gamemode->post_action( act );
2542
2543 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2544 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2545 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2546 return ( !u.is_dead_state() );
2547}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:474
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:352
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:423
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:947
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:512
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:660
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:267
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:313
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:291
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:297
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:281
@ ACTION_OPTIONS
Display options window.
Definition: action.h:261
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:265
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:309
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:329
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:327
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:293
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:279
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:285
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:311
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:299
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:307
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:269
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:295
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:263
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:331
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:289
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:305
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:271
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:287
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:303
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_DISTRACTION_MANAGER
Open distraction manager.
Definition: action.h:273
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
@ ACTION_DIARY
Display diary window.
Definition: action.h:257
void create_advanced_inv()
void show_armor_layers_ui(Character &who)
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
void show_bionics_ui(Character &who)
Definition: bionics_ui.cpp:533
const bodypart_str_id body_part_head("head")
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1519
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2468
void place_corpse()
Definition: character.cpp:9863
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9687
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9701
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:148
void dismount()
Definition: character.cpp:1157
item weapon
Definition: character.h:1515
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1332
std::string get_value(const std::string &key) const
Definition: creature.cpp:1342
void mod_moves(int nmoves)
Definition: creature.cpp:1409
void cycle_move_mode()
Definition: avatar.cpp:1187
void toggle_map_memory()
Definition: avatar.cpp:122
void toggle_crouch_mode()
Definition: avatar.cpp:1171
void toggle_run_mode()
Definition: avatar.cpp:1162
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:1001
void reset_move_mode()
Definition: avatar.cpp:1180
static void show_diary_ui(diary *c_diary)
Definition: diary_ui.cpp:164
void item_action_menu()
void display_radiation()
Definition: game.cpp:11202
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2291
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8581
void reload_tileset(std::function< void(std::string)> out)
Definition: game.cpp:426
void pickup_feet()
Definition: game.cpp:5589
void zones_manager()
Definition: game.cpp:6059
int turnssincelastmon
Definition: game.h:1021
void display_visibility()
Definition: game.cpp:11116
void display_scent()
Definition: game.cpp:11081
bool save()
Returns false if saving failed.
Definition: game.cpp:2721
void butcher()
Definition: game.cpp:8263
void display_temperature()
Definition: game.cpp:11102
bool auto_travel_mode
Definition: game.h:1018
void zoom_out()
Definition: game.cpp:7009
void toggle_pixel_minimap()
Definition: game.cpp:415
void toggle_debug_hour_timer()
Definition: game.cpp:11148
void display_transparency()
Definition: game.cpp:11209
void list_items_monsters()
Definition: game.cpp:7187
cata::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6534
void chat()
Definition: npctalk.cpp:395
void quickload()
Definition: game.cpp:11244
void pickup()
Definition: game.cpp:5567
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:9930
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11176
void control_vehicle()
Definition: game.cpp:5136
void peek()
Definition: game.cpp:5596
void drop()
Definition: game.cpp:8001
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2319
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8519
void zoom_in()
Definition: game.cpp:7021
void toggle_fullscreen()
Definition: game.cpp:405
void display_vehicle_ai()
Definition: game.cpp:11109
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:2969
void drop_in_direction()
Definition: game.cpp:8006
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6416
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7814
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4741
bool is_gunmod() const
Definition: item.cpp:6446
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7733
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7805
bool is_outside(const tripoint &p) const
Definition: map.cpp:2574
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:256
short ignoring
Definition: monster.h:507
cOpt & get_option(const std::string &name)
Definition: options.cpp:3371
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2754
void show_adm()
Definition: panels.cpp:2287
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:340
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:1703
int movecounter
Definition: player.h:379
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:351
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:360
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
cata::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ Main
Generic messages related to game startup and operation.
#define DebugLog(lev, cl)
DebugLog.
Definition: debug.h:274
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
void show_mutations_ui(Character &who)
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void do_pause(Character &who)
Do pause action ('.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3759
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
@ sleep
Will recharge only when character is asleep.
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIARY, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DISTRACTION_MANAGER, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, Character::apply_damage(), auto_travel_mode, avatar_action::autoattack(), bio_remote, body_part_head, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, DebugLog, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), character_funcs::do_pause(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), input_context::get_coordinates(), get_delta_from_movement_action(), get_distraction_manager(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), Character::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, Main, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), distraction_manager::distraction_manager_gui::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), show_armor_layers_ui(), show_bionics_ui(), diary::show_diary_ui(), auto_notes::auto_note_settings::show_gui(), show_mutations_ui(), show_scores_ui(), sleep, smash(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 1970 of file game.cpp.

1971{
1973 const std::string action = ctxt.handle_input( 0 );
1974 bool refresh = true;
1975 if( action == "pause" ) {
1977 cancel_activity_query( _( "Confirm:" ) );
1978 }
1979 } else if( action == "player_data" ) {
1981 } else if( action == "messages" ) {
1983 } else if( action == "help" ) {
1985 } else if( action != "HELP_KEYBINDINGS" ) {
1986 refresh = false;
1987 }
1988 if( refresh ) {
1991 }
1992}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1754
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 1996 of file game.cpp.

1997{
1998 cata::optional<tripoint> liveview_pos;
1999
2000 do {
2001 action = ctxt.handle_input();
2002 if( action == "MOUSE_MOVE" ) {
2003 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2004 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2005 liveview_pos = mouse_pos;
2006 liveview.show( *liveview_pos );
2007 } else if( !mouse_pos ) {
2008 liveview_pos.reset();
2009 liveview.hide();
2010 }
2012 }
2013 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2014
2015 if( action != "TIMEOUT" ) {
2016 // Keyboard event, break out of animation loop
2017 liveview.hide();
2018 return false;
2019 }
2020
2021 // Mouse movement or un-handled key
2022 return true;
2023}
void reset() noexcept
Definition: optional.h:158
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 529 of file game.cpp.

530{
531 return gamemode && gamemode->id() != SGAME_NULL;
532}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11216 of file game.cpp.

11217{
11219 last_save_timestamp = time( nullptr );
11220}

References last_save_timestamp, moves_since_last_save, and time.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 397 of file game_inventory.cpp.

399{
401 title, radius, none_message );
402}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:334

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8649 of file game.cpp.

8650{
8651 return !( get_dangerous_tile( dest_loc ).empty() );
8652}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8671

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4801 of file game.cpp.

4802{
4803 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4804 critter_at( p ) == nullptr;
4805}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2364 of file game.cpp.

2365{
2366 if( uquit == QUIT_WATCH ) {
2367 // deny player movement and dodging
2368 u.moves = 0;
2369 // prevent pain from updating
2370 u.set_pain( 0 );
2371 // prevent dodging
2372 u.dodges_left = 0;
2373 return false;
2374 }
2375 if( uquit == QUIT_DIED ) {
2376 if( u.in_vehicle ) {
2377 m.unboard_vehicle( u.pos() );
2378 }
2379 u.place_corpse();
2380 return true;
2381 }
2382 if( uquit == QUIT_SUICIDE ) {
2383 if( u.in_vehicle ) {
2384 m.unboard_vehicle( u.pos() );
2385 }
2386 return true;
2387 }
2388 if( uquit != QUIT_NO ) {
2389 return true;
2390 }
2391 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2392 if( u.is_dead_state() ) {
2394 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2395 uquit = QUIT_WATCH;
2396 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2397 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2399 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2400 uquit = QUIT_DIED;
2401 } else {
2402 // Something funky happened here, just die.
2403 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2404 uquit = QUIT_DIED;
2405 }
2406 return is_game_over();
2407 }
2408 return false;
2409}
int dodges_left
Definition: character.h:553
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:766
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:197
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, Character::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, Character::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3560 of file game.cpp.

3561{
3562 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3563 get_option<int>( "SAFEMODEPROXIMITY" );
3564 return is_hostile_within( distance );
3565}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3572

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3567 of file game.cpp.

3568{
3570}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:199

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3572 of file game.cpp.

3573{
3574 for( auto &critter : u.get_visible_creatures( distance ) ) {
3575 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3576 return critter;
3577 }
3578 }
3579
3580 return nullptr;
3581}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
Definition: character.cpp:9963
@ A_HOSTILE
Definition: creature.h:167

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4807 of file game.cpp.

4808{
4809 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4810}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3206 of file game.cpp.

3207{
3208 const tripoint diff( u.pos() + u.view_offset - p );
3209
3210 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3211 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3212}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4812 of file game.cpp.

4813{
4814 return weather::is_sheltered( m, p );
4815}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 5989 of file game.cpp.

5990{
5991 return zones_manager_open;
5992}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1053

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1513
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1256
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult,
Creature source 
)

Definition at line 4225 of file game.cpp.

4227{
4228 std::vector<tripoint> traj;
4229 traj.clear();
4230 traj = line_to( s, t, 0, 0 );
4231 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4232 traj = continue_line( traj, force );
4233 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4234
4235 knockback( traj, stun, dam_mult, source );
4236}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult,
Creature source = nullptr 
)

Definition at line 4242 of file game.cpp.

4244{
4245 // TODO: make the force parameter actually do something.
4246 // the header file says higher force causes more damage.
4247 // perhaps that is what it should do?
4248
4249 // TODO: refactor this so it's not copy/pasted 3 times
4250 tripoint tp = traj.front();
4251 if( !critter_at( tp ) ) {
4252 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4253 return;
4254 }
4255 std::size_t force_remaining = traj.size();
4256 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4257 if( stun > 0 ) {
4258 targ->add_effect( effect_stunned, 1_turns * stun );
4259 add_msg( _( "%s was stunned!" ), targ->name() );
4260 }
4261 for( size_t i = 1; i < traj.size(); i++ ) {
4262 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4263 targ->setpos( traj[i - 1] );
4264 force_remaining = traj.size() - i;
4265 if( stun != 0 ) {
4266 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4267 add_msg( _( "%s was stunned!" ), targ->name() );
4268 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4269 targ->apply_damage( source, bodypart_id( "torso" ), dam_mult * force_remaining );
4270 targ->check_dead_state();
4271 }
4272 m.bash( traj[i], 2 * dam_mult * force_remaining );
4273 break;
4274 } else if( critter_at( traj[i] ) ) {
4275 targ->setpos( traj[i - 1] );
4276 force_remaining = traj.size() - i;
4277 if( stun != 0 ) {
4278 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4279 add_msg( _( "%s was stunned!" ), targ->name() );
4280 }
4281 traj.erase( traj.begin(), traj.begin() + i );
4282 if( critter_at<monster>( traj.front() ) ) {
4283 add_msg( _( "%s collided with something else and sent it flying!" ),
4284 targ->name() );
4285 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4286 if( guy->male ) {
4287 add_msg( _( "%s collided with someone else and sent him flying!" ),
4288 targ->name() );
4289 } else {
4290 add_msg( _( "%s collided with someone else and sent her flying!" ),
4291 targ->name() );
4292 }
4293 } else if( u.pos() == traj.front() ) {
4294 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4295 }
4296 knockback( traj, stun, dam_mult, source );
4297 break;
4298 }
4299 targ->setpos( traj[i] );
4300 if( m.has_flag( "LIQUID", targ->pos() ) && targ->can_drown() && !targ->is_dead() ) {
4301 targ->die( source );
4302 if( u.sees( *targ ) ) {
4303 add_msg( _( "The %s drowns!" ), targ->name() );
4304 }
4305 }
4306 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4307 !targ->is_dead() ) {
4308 targ->die( source );
4309 if( u.sees( *targ ) ) {
4310 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4311 }
4312 }
4313 tp = traj[i];
4314 }
4315 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4316 if( stun > 0 ) {
4317 targ->add_effect( effect_stunned, 1_turns * stun );
4318 add_msg( _( "%s was stunned!" ), targ->name );
4319 }
4320 for( size_t i = 1; i < traj.size(); i++ ) {
4321 if( m.impassable( traj[i].xy() ) ||
4322 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4323 targ->setpos( traj[i - 1] );
4324 force_remaining = traj.size() - i;
4325 if( stun != 0 ) {
4326 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4327 if( targ->has_effect( effect_stunned ) ) {
4328 add_msg( _( "%s was stunned!" ), targ->name );
4329 }
4330
4331 std::array<bodypart_id, 8> bps = {{
4332 bodypart_id( "head" ),
4333 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4334 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4335 bodypart_id( "torso" ),
4336 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4337 }
4338 };
4339 for( const bodypart_id &bp : bps ) {
4340 if( one_in( 2 ) ) {
4341 targ->deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4342 }
4343 }
4344 targ->check_dead_state();
4345 }
4346 m.bash( traj[i], 2 * dam_mult * force_remaining );
4347 break;
4348 } else if( critter_at( traj[i] ) ) {
4349 targ->setpos( traj[i - 1] );
4350 force_remaining = traj.size() - i;
4351 if( stun != 0 ) {
4352 add_msg( _( "%s was stunned!" ), targ->name );
4353 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4354 }
4355 traj.erase( traj.begin(), traj.begin() + i );
4356 const tripoint &traj_front = traj.front();
4357 if( critter_at<monster>( traj_front ) ) {
4358 add_msg( _( "%s collided with something else and sent it flying!" ),
4359 targ->name );
4360 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4361 if( guy->male ) {
4362 add_msg( _( "%s collided with someone else and sent him flying!" ),
4363 targ->name );
4364 } else {
4365 add_msg( _( "%s collided with someone else and sent her flying!" ),
4366 targ->name );
4367 }
4368 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4370 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4371 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4372 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4373 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4374 }
4375 knockback( traj, stun, dam_mult, source );
4376 break;
4377 }
4378 targ->setpos( traj[i] );
4379 tp = traj[i];
4380 }
4381 } else if( u.pos() == tp ) {
4382 if( stun > 0 ) {
4383 u.add_effect( effect_stunned, 1_turns * stun );
4384 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4385 "You were stunned for %d turns!",
4386 stun ),
4387 stun );
4388 }
4389 for( size_t i = 1; i < traj.size(); i++ ) {
4390 if( m.impassable( traj[i] ) ||
4391 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4392 u.setpos( traj[i - 1] );
4393 force_remaining = traj.size() - i;
4394 if( stun != 0 ) {
4395 if( u.has_effect( effect_stunned ) ) {
4396 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4397 "You were stunned AGAIN for %d turns!",
4398 force_remaining ),
4399 force_remaining );
4400 } else {
4401 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4402 "You were stunned for %d turns!",
4403 force_remaining ),
4404 force_remaining );
4405 }
4406 u.add_effect( effect_stunned, 1_turns * force_remaining );
4407 std::array<bodypart_id, 8> bps = {{
4408 bodypart_id( "head" ),
4409 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4410 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4411 bodypart_id( "torso" ),
4412 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4413 }
4414 };
4415 for( const bodypart_id &bp : bps ) {
4416 if( one_in( 2 ) ) {
4417 u.deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4418 }
4419 }
4421 }
4422 m.bash( traj[i], 2 * dam_mult * force_remaining );
4423 break;
4424 } else if( critter_at( traj[i] ) ) {
4425 u.setpos( traj[i - 1] );
4426 force_remaining = traj.size() - i;
4427 if( stun != 0 ) {
4428 if( u.has_effect( effect_stunned ) ) {
4429 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4430 "You were stunned AGAIN for %d turns!",
4431 force_remaining ),
4432 force_remaining );
4433 } else {
4434 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4435 "You were stunned for %d turns!",
4436 force_remaining ),
4437 force_remaining );
4438 }
4439 u.add_effect( effect_stunned, 1_turns * force_remaining );
4440 }
4441 traj.erase( traj.begin(), traj.begin() + i );
4442 if( critter_at<monster>( traj.front() ) ) {
4443 add_msg( _( "You collided with something and sent it flying!" ) );
4444 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4445 if( guy->male ) {
4446 add_msg( _( "You collided with someone and sent him flying!" ) );
4447 } else {
4448 add_msg( _( "You collided with someone and sent her flying!" ) );
4449 }
4450 }
4451 knockback( traj, stun, dam_mult, source );
4452 break;
4453 }
4454 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4455 avatar_action::swim( m, u, u.pos() );
4456 } else {
4457 u.setpos( traj[i] );
4458 }
4459
4460 tp = traj[i];
4461 }
4462 }
4463}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8671
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8199
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:981
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3539 of file game.cpp.

3540{
3541 const float light = natural_light_level( zlev );
3542 return LIGHT_RANGE( light );
3543}
float natural_light_level(int zlev) const
Definition: game.cpp:3479
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 2746 of file game.cpp.

2747{
2748 std::vector<std::string> saves;
2749 for( auto &worldsave : world_generator->active_world->world_saves ) {
2750 saves.push_back( worldsave.player_name() );
2751 }
2752 return saves;
2753}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7232 of file game.cpp.

7233{
7234 std::vector<map_item_stack> ground_items = item_list;
7235 int iInfoHeight = 0;
7236 int iMaxRows = 0;
7237 int width = 0;
7238 int max_name_width = 0;
7239
7240 //find max length of item name and resize window width
7241 for( const map_item_stack &cur_item : ground_items ) {
7242 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7243 if( item_len > max_name_width ) {
7244 max_name_width = item_len;
7245 }
7246 }
7247
7248 tripoint active_pos;
7249 map_item_stack *activeItem = nullptr;
7250
7251 catacurses::window w_items;
7252 catacurses::window w_items_border;
7253 catacurses::window w_item_info;
7254
7255 ui_adaptor ui;
7256 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7257 iInfoHeight = std::min( 25, TERMY / 2 );
7258 iMaxRows = TERMY - iInfoHeight - 2;
7259
7260 width = clamp( max_name_width, 45, TERMX / 3 );
7261
7262 const int offsetX = TERMX - width;
7263
7264 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7265 width - 2, point( offsetX + 1, 1 ) );
7266 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7267 width, point( offsetX, 0 ) );
7268 w_item_info = catacurses::newwin( iInfoHeight, width,
7269 point( offsetX, TERMY - iInfoHeight ) );
7270
7271 if( activeItem ) {
7272 centerlistview( active_pos, width );
7273 }
7274
7275 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7276 } );
7277 ui.mark_resize();
7278
7279 // use previously selected sorting method
7280 bool sort_radius = uistate.list_item_sort != 2;
7281 bool addcategory = !sort_radius;
7282
7283 // reload filter/priority settings on the first invocation, if they were active
7284 if( !uistate.list_item_init ) {
7287 }
7290 }
7293 }
7294 uistate.list_item_init = true;
7295 }
7296
7297 //this stores only those items that match our filter
7298 std::vector<map_item_stack> filtered_items =
7299 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7300 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7301 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7302 int iItemNum = ground_items.size();
7303
7304 const tripoint stored_view_offset = u.view_offset;
7305
7307
7308 int iActive = 0; // Item index that we're looking at
7309 bool refilter = true;
7310 int page_num = 0;
7311 int iCatSortNum = 0;
7312 int iScrollPos = 0;
7313 std::map<int, std::string> mSortCategory;
7314
7315 std::string action;
7316 input_context ctxt( "LIST_ITEMS" );
7317 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7318 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7319 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7320 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7321 ctxt.register_action( "PAGE_DOWN" );
7322 ctxt.register_action( "PAGE_UP" );
7323 ctxt.register_action( "NEXT_TAB" );
7324 ctxt.register_action( "PREV_TAB" );
7325 ctxt.register_action( "HELP_KEYBINDINGS" );
7326 ctxt.register_action( "QUIT" );
7327 ctxt.register_action( "FILTER" );
7328 ctxt.register_action( "RESET_FILTER" );
7329 ctxt.register_action( "EXAMINE" );
7330 ctxt.register_action( "COMPARE" );
7331 ctxt.register_action( "PRIORITY_INCREASE" );
7332 ctxt.register_action( "PRIORITY_DECREASE" );
7333 ctxt.register_action( "SORT" );
7334 ctxt.register_action( "TRAVEL_TO" );
7335
7337
7338 ui.on_redraw( [&]( const ui_adaptor & ) {
7339 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7340
7341 if( ground_items.empty() ) {
7342 wnoutrefresh( w_items_border );
7343 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7344 } else {
7345 int iStartPos = 0;
7346 werase( w_items );
7347 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7348 int iNum = 0;
7349 bool high = false;
7350 bool low = false;
7351 int index = 0;
7352 int iCatSortOffset = 0;
7353
7354 for( int i = 0; i < iStartPos; i++ ) {
7355 if( !mSortCategory[i].empty() ) {
7356 iNum++;
7357 }
7358 }
7359 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7360 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7361 high = true;
7362 low = false;
7363 } else if( index >= lowPStart + iCatSortOffset ) {
7364 high = false;
7365 low = true;
7366 } else {
7367 high = false;
7368 low = false;
7369 }
7370
7371 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7372 int iThisPage = 0;
7373 if( !mSortCategory[iNum].empty() ) {
7374 iCatSortOffset++;
7375 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7376 } else {
7377 if( iNum == iActive ) {
7378 iThisPage = page_num;
7379 }
7380 std::string sText;
7381 if( iter->vIG.size() > 1 ) {
7382 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7383 }
7384 sText += iter->example->tname();
7385 if( iter->vIG[iThisPage].count > 1 ) {
7386 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7387 }
7388
7389 nc_color col = c_light_green;
7390 if( iNum != iActive ) {
7391 if( high ) {
7392 col = c_yellow;
7393 } else if( low ) {
7394 col = c_red;
7395 } else {
7396 col = iter->example->color_in_inventory();
7397 }
7398 }
7399 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7400 const int numw = iItemNum > 9 ? 2 : 1;
7401 const int x = iter->vIG[iThisPage].pos.x;
7402 const int y = iter->vIG[iThisPage].pos.y;
7403 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7404 iNum == iActive ? c_light_green : c_light_gray,
7405 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7407 ++iter;
7408 }
7409 } else {
7410 ++iter;
7411 }
7412 iNum++;
7413 }
7414 iNum = 0;
7415 for( int i = 0; i < iActive; i++ ) {
7416 if( !mSortCategory[i].empty() ) {
7417 iNum++;
7418 }
7419 }
7420 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7421 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7422 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7423 werase( w_item_info );
7424
7425 if( iItemNum > 0 && activeItem ) {
7426 std::vector<iteminfo> vThisItem;
7427 std::vector<iteminfo> vDummy;
7428 activeItem->example->info( true, vThisItem );
7429
7430 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7431 dummy.without_getch = true;
7432 dummy.without_border = true;
7433
7434 draw_item_info( w_item_info, dummy );
7435 }
7436 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7437 wnoutrefresh( w_items_border );
7438 }
7439
7440 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7441 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7442
7443 if( iItemNum > 0 && activeItem ) {
7444 // print info window title: < item name >
7445 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7446 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7447 activeItem->example->display_name() );
7448 wprintw( w_item_info, " >" );
7449 }
7450
7451 wnoutrefresh( w_items );
7452 wnoutrefresh( w_item_info );
7453
7454 if( filter_type ) {
7455 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7456 }
7457 } );
7458
7459 cata::optional<tripoint> trail_start;
7460 cata::optional<tripoint> trail_end;
7461 bool trail_end_x = false;
7462 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7463 trail_end_x );
7464 add_draw_callback( trail_cb );
7465
7466 do {
7467 if( action == "COMPARE" && activeItem ) {
7468 game_menus::inv::compare( u, active_pos );
7469 } else if( action == "FILTER" ) {
7470 filter_type = item_filter_type::FILTER;
7471 ui.invalidate_ui();
7473 .title( _( "Filter:" ) )
7474 .width( 55 )
7475 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7476 .identifier( "item_filter" )
7477 .max_length( 256 )
7478 .edit( sFilter );
7479 refilter = true;
7480 addcategory = !sort_radius;
7482 filter_type = cata::nullopt;
7483 } else if( action == "RESET_FILTER" ) {
7484 sFilter.clear();
7485 filtered_items = ground_items;
7486 refilter = true;
7488 addcategory = !sort_radius;
7489 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7490 std::vector<iteminfo> vThisItem;
7491 std::vector<iteminfo> vDummy;
7492 activeItem->example->info( true, vThisItem );
7493
7494 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7495 vDummy );
7496 info_data.handle_scrolling = true;
7497
7499 return catacurses::newwin( TERMY, width - 5, point_zero );
7500 }, info_data );
7501 } else if( action == "PRIORITY_INCREASE" ) {
7502 filter_type = item_filter_type::HIGH_PRIORITY;
7503 ui.invalidate_ui();
7505 .title( _( "High Priority:" ) )
7506 .width( 55 )
7508 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7509 .identifier( "list_item_priority" )
7510 .max_length( 256 )
7511 .query_string();
7512 refilter = true;
7513 addcategory = !sort_radius;
7515 filter_type = cata::nullopt;
7516 } else if( action == "PRIORITY_DECREASE" ) {
7517 filter_type = item_filter_type::LOW_PRIORITY;
7518 ui.invalidate_ui();
7520 .title( _( "Low Priority:" ) )
7521 .width( 55 )
7523 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7524 .identifier( "list_item_downvote" )
7525 .max_length( 256 )
7526 .query_string();
7527 refilter = true;
7528 addcategory = !sort_radius;
7530 filter_type = cata::nullopt;
7531 } else if( action == "SORT" ) {
7532 if( sort_radius ) {
7533 sort_radius = false;
7534 addcategory = true;
7535 uistate.list_item_sort = 2; // list is sorted by category
7536 } else {
7537 sort_radius = true;
7538 uistate.list_item_sort = 1; // list is sorted by distance
7539 }
7540 highPEnd = -1;
7541 lowPStart = -1;
7542 iCatSortNum = 0;
7543
7544 mSortCategory.clear();
7545 refilter = true;
7546 } else if( action == "TRAVEL_TO" && activeItem ) {
7547 if( !u.sees( u.pos() + active_pos ) ) {
7548 add_msg( _( "You can't see that destination." ) );
7549 }
7550 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7551 u.get_path_avoid() );
7552 if( route.size() > 1 ) {
7553 route.pop_back();
7554 u.set_destination( route );
7555 break;
7556 } else {
7557 add_msg( m_info, _( "You can't travel there." ) );
7558 }
7559 }
7560 if( uistate.list_item_sort == 1 ) {
7561 ground_items = item_list;
7562 } else if( uistate.list_item_sort == 2 ) {
7563 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7564 }
7565
7566 if( refilter ) {
7567 refilter = false;
7568 filtered_items = filter_item_stacks( ground_items, sFilter );
7569 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7570 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7571 iActive = 0;
7572 page_num = 0;
7573 iItemNum = filtered_items.size();
7574 }
7575
7576 if( addcategory ) {
7577 addcategory = false;
7578 iCatSortNum = 0;
7579 mSortCategory.clear();
7580 if( highPEnd > 0 ) {
7581 mSortCategory[0] = _( "HIGH PRIORITY" );
7582 iCatSortNum++;
7583 }
7584 std::string last_cat_name;
7585 for( int i = std::max( 0, highPEnd );
7586 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7587 const std::string &cat_name = filtered_items[i].example->get_category().name();
7588 if( cat_name != last_cat_name ) {
7589 mSortCategory[i + iCatSortNum++] = cat_name;
7590 last_cat_name = cat_name;
7591 }
7592 }
7593 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7594 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7595 }
7596 if( !mSortCategory[0].empty() ) {
7597 iActive++;
7598 }
7599 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7600 }
7601
7602 if( action == "UP" ) {
7603 do {
7604 iActive--;
7605
7606 } while( !mSortCategory[iActive].empty() );
7607 iScrollPos = 0;
7608 page_num = 0;
7609 if( iActive < 0 ) {
7610 iActive = iItemNum - 1;
7611 }
7612 } else if( action == "DOWN" ) {
7613 do {
7614 iActive++;
7615
7616 } while( !mSortCategory[iActive].empty() );
7617 iScrollPos = 0;
7618 page_num = 0;
7619 if( iActive >= iItemNum ) {
7620 iActive = mSortCategory[0].empty() ? 0 : 1;
7621 }
7622 } else if( action == "RIGHT" ) {
7623 if( !filtered_items.empty() && activeItem ) {
7624 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7625 page_num = activeItem->vIG.size() - 1;
7626 }
7627 }
7628 } else if( action == "LEFT" ) {
7629 page_num = std::max( 0, page_num - 1 );
7630 } else if( action == "PAGE_UP" ) {
7631 iScrollPos--;
7632 } else if( action == "PAGE_DOWN" ) {
7633 iScrollPos++;
7634 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7635 u.view_offset = stored_view_offset;
7637 }
7638
7639 active_pos = tripoint_zero;
7640 activeItem = nullptr;
7641
7642 if( mSortCategory[iActive].empty() ) {
7643 auto iter = filtered_items.begin();
7644 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7645 if( mSortCategory[iNum].empty() ) {
7646 ++iter;
7647 }
7648 }
7649 if( iter != filtered_items.end() ) {
7650 active_pos = iter->vIG[page_num].pos;
7651 activeItem = &( *iter );
7652 }
7653 }
7654
7655 if( activeItem ) {
7656 centerlistview( active_pos, width );
7657 trail_start = u.pos();
7658 trail_end = u.pos() + active_pos;
7659 // Actually accessed from the terrain overlay callback `trail_cb` in the
7660 // call to `ui_manager::redraw`.
7661 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7662 trail_end_x = true;
7663 } else {
7664 u.view_offset = stored_view_offset;
7665 trail_start = trail_end = cata::nullopt;
7666 }
7668
7670
7671 action = ctxt.handle_input();
7672 } while( action != "QUIT" );
7673
7674 u.view_offset = stored_view_offset;
7675 return game::vmenu_ret::QUIT;
7676}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1031
std::string list_item_downvote
Definition: game.h:1032
std::string sFilter
Definition: game.h:1030
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7118
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1109
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4053
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9758
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3059
uistatedata uistate
Definition: game.cpp:283
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:6963
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7187 of file game.cpp.

7188{
7189 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7190 // whole reality bubble
7191 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7192
7193 if( mons.empty() && items.empty() ) {
7194 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7195 return;
7196 }
7197
7198 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7199 const auto att_lhs = lhs->attitude_to( u );
7200 const auto att_rhs = rhs->attitude_to( u );
7201
7202 return att_lhs < att_rhs || ( att_lhs == att_rhs
7203 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7204 } );
7205
7206 // If the current list is empty, switch to the non-empty list
7208 if( items.empty() ) {
7209 uistate.vmenu_show_items = false;
7210 }
7211 } else if( mons.empty() ) {
7213 }
7214
7217 while( true ) {
7218 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7221 } else {
7222 break;
7223 }
7224 }
7225
7226 if( ret == game::vmenu_ret::FIRE ) {
7228 }
7230}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7678
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7232
vmenu_ret
Definition: game.h:769
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:6886
void temp_exit_fullscreen()
Definition: game.cpp:452
void reenter_fullscreen()
Definition: game.cpp:462
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:706
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:214
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:193
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:183
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:178
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:188
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:135
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7678 of file game.cpp.

7679{
7680 const int iInfoHeight = 15;
7681 const int width = 45;
7682 int offsetX = 0;
7683 int iMaxRows = 0;
7684
7685 catacurses::window w_monsters;
7686 catacurses::window w_monsters_border;
7687 catacurses::window w_monster_info;
7688 catacurses::window w_monster_info_border;
7689
7690 Creature *cCurMon = nullptr;
7691 tripoint iActivePos;
7692
7693 bool hide_ui = false;
7694
7695 ui_adaptor ui;
7696 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7697 if( hide_ui ) {
7698 ui.position( point_zero, point_zero );
7699 } else {
7700 offsetX = TERMX - width;
7701 iMaxRows = TERMY - iInfoHeight - 1;
7702
7703 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7704 1 ) );
7705 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7706 0 ) );
7707 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7708 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7709 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7710 TERMY - iInfoHeight ) );
7711
7712 if( cCurMon ) {
7713 centerlistview( iActivePos, width );
7714 }
7715
7716 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7717 }
7718 } );
7719 ui.mark_resize();
7720
7721 const int max_gun_range = u.weapon.gun_range( &u );
7722
7723 const tripoint stored_view_offset = u.view_offset;
7725
7726 int iActive = 0; // monster index that we're looking at
7727
7728 std::string action;
7729 input_context ctxt( "LIST_MONSTERS" );
7730 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7731 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7732 ctxt.register_action( "NEXT_TAB" );
7733 ctxt.register_action( "PREV_TAB" );
7734 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7735 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7736 ctxt.register_action( "QUIT" );
7737 if( bVMonsterLookFire ) {
7738 ctxt.register_action( "look" );
7739 ctxt.register_action( "fire" );
7740 }
7741 ctxt.register_action( "HELP_KEYBINDINGS" );
7742
7743 // first integer is the row the attitude category string is printed in the menu
7744 std::map<int, Creature::Attitude> mSortCategory;
7745
7746 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7747 const auto attitude = monster_list[i]->attitude_to( u );
7748 if( attitude != last_attitude ) {
7749 mSortCategory[i + mSortCategory.size()] = attitude;
7750 last_attitude = attitude;
7751 }
7752 }
7753
7754 ui.on_redraw( [&]( const ui_adaptor & ) {
7755 if( !hide_ui ) {
7756 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7757 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7758 true );
7759
7760 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7761 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7762
7763 if( monster_list.empty() ) {
7764 werase( w_monsters );
7765 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7766 _( "You don't see any monsters around you!" ) );
7767 } else {
7768 werase( w_monsters );
7769
7770 const int iNumMonster = monster_list.size();
7771 const int iMenuSize = monster_list.size() + mSortCategory.size();
7772
7773 const int numw = iNumMonster > 999 ? 4 :
7774 iNumMonster > 99 ? 3 :
7775 iNumMonster > 9 ? 2 : 1;
7776
7777 // given the currently selected monster iActive. get the selected row
7778 int iSelPos = iActive;
7779 for( auto &ia : mSortCategory ) {
7780 int index = ia.first;
7781 if( index <= iSelPos ) {
7782 ++iSelPos;
7783 } else {
7784 break;
7785 }
7786 }
7787 int iStartPos = 0;
7788 // use selected row get the start row
7789 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7790
7791 // get first visible monster and category
7792 int iCurMon = iStartPos;
7793 auto CatSortIter = mSortCategory.cbegin();
7794 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7795 ++CatSortIter;
7796 --iCurMon;
7797 }
7798
7799 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7800 for( int y = 0; y < endY; ++y ) {
7801 if( CatSortIter != mSortCategory.cend() ) {
7802 const int iCurPos = iStartPos + y;
7803 const int iCatPos = CatSortIter->first;
7804 if( iCurPos == iCatPos ) {
7805 const std::string cat_name = Creature::get_attitude_ui_data(
7806 CatSortIter->second ).first.translated();
7807 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7808 ++CatSortIter;
7809 continue;
7810 }
7811 }
7812 // select current monster
7813 const auto critter = monster_list[iCurMon];
7814 const bool selected = iCurMon == iActive;
7815 ++iCurMon;
7816 if( critter->sees( g->u ) ) {
7817 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7818 }
7819 bool is_npc = false;
7820 const monster *m = dynamic_cast<monster *>( critter );
7821 const npc *p = dynamic_cast<npc *>( critter );
7822 nc_color name_color = critter->basic_symbol_color();
7823
7824 if( selected ) {
7825 name_color = hilite( name_color );
7826 }
7827
7828 if( m != nullptr ) {
7829 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7830 } else {
7831 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7832 is_npc = true;
7833 }
7834
7835 if( selected && !get_safemode().empty() ) {
7836 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7837
7838 std::string sSafemode;
7839 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7840 sSafemode = _( "<R>emove from safemode Blacklist" );
7841 } else {
7842 sSafemode = _( "<A>dd to safemode Blacklist" );
7843 }
7844
7845 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7846 c_white, c_light_green, sSafemode );
7847 }
7848
7850 std::string sText;
7851
7852 if( m != nullptr ) {
7853 m->get_HP_Bar( color, sText );
7854 } else {
7855 std::tie( sText, color ) =
7856 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7857 }
7858 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7859
7860 if( m != nullptr ) {
7861 const auto att = m->get_attitude();
7862 sText = att.first;
7863 color = att.second;
7864 } else if( p != nullptr ) {
7865 sText = npc_attitude_name( p->get_attitude() );
7866 color = p->symbol_color();
7867 }
7868 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7869
7870 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7871 const int numd = mon_dist > 999 ? 4 :
7872 mon_dist > 99 ? 3 :
7873 mon_dist > 9 ? 2 : 1;
7874
7875 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7876 selected ? c_light_green : c_light_gray,
7877 "%*d %s",
7878 numd, mon_dist,
7879 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7880 }
7881
7882 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7883 iActive + 1 );
7884 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
7885
7886 werase( w_monster_info );
7887 if( cCurMon ) {
7888 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
7889 }
7890
7891 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7892 true );
7893
7894 if( bVMonsterLookFire ) {
7895 mvwprintw( w_monster_info_border, point_east, "< " );
7896 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
7897 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
7898
7899 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7900 wprintw( w_monster_info_border, " " );
7901 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
7902 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
7903 }
7904 wprintw( w_monster_info_border, " >" );
7905 }
7906
7907 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
7908 point_south );
7909 }
7910
7911 wnoutrefresh( w_monsters_border );
7912 wnoutrefresh( w_monster_info_border );
7913 wnoutrefresh( w_monsters );
7914 wnoutrefresh( w_monster_info );
7915 }
7916 } );
7917
7918 cata::optional<tripoint> trail_start;
7919 cata::optional<tripoint> trail_end;
7920 bool trail_end_x = false;
7921 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7922 trail_end_x );
7923 add_draw_callback( trail_cb );
7924
7925 do {
7926 if( action == "UP" ) {
7927 iActive--;
7928 if( iActive < 0 ) {
7929 if( monster_list.empty() ) {
7930 iActive = 0;
7931 } else {
7932 iActive = static_cast<int>( monster_list.size() ) - 1;
7933 }
7934 }
7935 } else if( action == "DOWN" ) {
7936 iActive++;
7937 if( iActive >= static_cast<int>( monster_list.size() ) ) {
7938 iActive = 0;
7939 }
7940 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7941 u.view_offset = stored_view_offset;
7943 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
7944 const auto m = dynamic_cast<monster *>( cCurMon );
7945 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7946
7947 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7949 }
7950 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
7951 if( !get_safemode().empty() ) {
7952 const auto m = dynamic_cast<monster *>( cCurMon );
7953 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7954
7955 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
7957 }
7958 } else if( action == "look" ) {
7959 hide_ui = true;
7960 ui.mark_resize();
7961 look_around();
7962 hide_ui = false;
7963 ui.mark_resize();
7964 } else if( action == "fire" ) {
7965 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7966 u.last_target = shared_from( *cCurMon );
7968 u.view_offset = stored_view_offset;
7969 return game::vmenu_ret::FIRE;
7970 }
7971 }
7972
7973 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
7974 cCurMon = monster_list[iActive];
7975 iActivePos = cCurMon->pos() - u.pos();
7976 centerlistview( iActivePos, width );
7977 trail_start = u.pos();
7978 trail_end = cCurMon->pos();
7979 // Actually accessed from the terrain overlay callback `trail_cb` in the
7980 // call to `ui_manager::redraw`.
7981 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7982 trail_end_x = false;
7983 } else {
7984 cCurMon = nullptr;
7985 iActivePos = tripoint_zero;
7986 u.view_offset = stored_view_offset;
7987 trail_start = trail_end = cata::nullopt;
7988 }
7990
7992
7993 action = ctxt.handle_input();
7994 } while( action != "QUIT" );
7995
7996 u.view_offset = stored_view_offset;
7997
7998 return game::vmenu_ret::QUIT;
7999}
double recoil
Definition: character.h:555
nc_color symbol_color() const override
Definition: character.cpp:5873
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1861
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4545
bool bVMonsterLookFire
Definition: game.h:1035
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7256
npc_attitude get_attitude() const
Definition: npc.cpp:3153
weak_ptr_fast< Creature > last_target
Definition: player.h:373
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2559
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2531 of file game.cpp.

2532{
2535 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2538
2539 using namespace std::placeholders;
2540
2541 const std::string worldpath = get_world_base_save_path() + "/";
2542 const std::string playerpath = worldpath + name.base_path();
2543
2544 // Now load up the master game data; factions (and more?)
2545 load_master();
2546 u = avatar();
2547 u.name = name.player_name();
2548 // This should be initialized more globally (in player/Character constructor)
2550 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2551 return false;
2552 }
2553
2555 u.get_avatar_diary()->load();
2556
2558
2559 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2560 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2561
2562#if defined(__ANDROID__)
2563 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2564 std::bind( &game::load_shortcuts, this, _1 ) );
2565#endif
2566
2567 // Now that the player's worn items are updated, their sight limits need to be
2568 // recalculated. (This would be cleaner if u.worn were private.)
2570
2571 if( !gamemode ) {
2572 gamemode = std::make_unique<special_game>();
2573 }
2574
2575 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2576 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2577
2578 init_autosave();
2579 get_auto_pickup().load_character(); // Load character auto pickup rules
2580 get_auto_notes_settings().load(); // Load character auto notes settings
2581 get_safemode().load_character(); // Load character safemode rules
2582 zone_manager::get_manager().load_zones(); // Load character world zones
2583 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2584 JsonIn jsin( stream );
2585 uistate.deserialize( jsin );
2586 } );
2587 reload_npcs();
2592 update_map( u );
2593 for( auto &e : u.inv_dump() ) {
2594 e->set_owner( g->u );
2595 }
2596 // legacy, needs to be here as we access the map.
2597 if( !u.getID().is_valid() ) {
2598 // player does not have a real id, so assign a new one,
2599 u.setID( assign_npc_id() );
2600 // The vehicle stores the IDs of the boarded players, so update it, too.
2601 if( u.in_vehicle ) {
2603 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2604 vp->part().passenger_id = u.getID();
2605 }
2606 }
2607 }
2608
2609 // populate calendar caches now, after active world is set, but before we do
2610 // anything else, to ensure they pick up the correct value from the save's
2611 // worldoptions
2612 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2613 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2614
2615 u.reset();
2616
2617 return true;
2618}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:461
std::vector< item * > inv_dump()
Definition: character.cpp:8695
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1599
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3479
Definition: json.h:173
Definition: avatar.h:55
void load_map_memory()
Definition: avatar.cpp:137
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void load()
Definition: diary.cpp:810
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1893
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:867
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:1951
void load_master()
Definition: game.cpp:2500
void validate_mounted_npcs()
Definition: game.cpp:1908
character_id assign_npc_id()
Definition: game.cpp:3553
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11216
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:1927
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), diary::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2507 of file game.cpp.

2508{
2509 world_generator->init();
2510 const WORLDPTR wptr = world_generator->get_world( world );
2511 if( !wptr ) {
2512 return false;
2513 }
2514 if( wptr->world_saves.empty() ) {
2515 debugmsg( "world '%s' contains no saves", world );
2516 return false;
2517 }
2518
2519 try {
2520 world_generator->set_active_world( wptr );
2521 g->setup();
2522 g->load( wptr->world_saves.front() );
2523 } catch( const std::exception &err ) {
2524 debugmsg( "cannot load world '%s': %s", world, err.what() );
2525 return false;
2526 }
2527
2528 return true;
2529}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 539 of file game.cpp.

540{
541 // TODO: fix point types
542 load_map( tripoint_abs_sm( pos_sm ), pump_events );
543}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:539
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 545 of file game.cpp.

547{
548 m.load( pos_sm, true, pump_events );
549 grid_tracker_ptr->load( m );
550}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6624

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2500 of file game.cpp.

2501{
2502 using namespace std::placeholders;
2503 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2504 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2505}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 805 of file game.cpp.

806{
807 const int radius = HALF_MAPSIZE - 1;
808 // uses submap coordinates
809 std::vector<shared_ptr_fast<npc>> just_added;
810 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
811 const character_id &id = temp->getID();
812 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
813 [id]( const shared_ptr_fast<npc> &n ) {
814 return n->getID() == id;
815 } );
816 if( found != active_npc.end() ) {
817 continue;
818 }
819 if( temp->is_active() ) {
820 continue;
821 }
822 if( temp->has_companion_mission() ) {
823 continue;
824 }
825
826 const tripoint sm_loc = temp->global_sm_location();
827 // NPCs who are out of bounds before placement would be pushed into bounds
828 // This can cause NPCs to teleport around, so we don't want that
829 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
830 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
831 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
832 continue;
833 }
834
835 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
836 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
837 temp->place_on_map();
838 if( !m.inbounds( temp->pos() ) ) {
839 continue;
840 }
841 // In the rare case the npc was marked for death while
842 // it was on the overmap. Kill it.
843 if( temp->marked_for_death ) {
844 temp->die( nullptr );
845 } else {
846 active_npc.push_back( temp );
847 just_added.push_back( temp );
848 }
849 }
850
851 for( const auto &npc : just_added ) {
852 npc->on_load();
853 }
854
855 npcs_dirty = false;
856}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2672
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 335 of file game.cpp.

336{
337 // UI stuff, not mod-specific per definition
338 inp_mngr.init(); // Load input config JSON
339 // Init mappings for loading the json stuff
341 fullscreen = false;
342 was_fullscreen = false;
343 show_panel_adm = false;
345
346 // These functions do not load stuff from json.
347 // The content they load/initialize is hardcoded into the program.
348 // Therefore they can be loaded here.
349 // If this changes (if they load data from json), they have to
350 // be moved to game::load_mod
351
355}
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:119
bool was_fullscreen
Definition: game.h:1017
bool fullscreen
Definition: game.h:1016
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2191
void load_global()

References fullscreen, get_auto_pickup(), get_distraction_manager(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, distraction_manager::distraction_manager_gui::load(), auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6534 of file game.cpp.

6535{
6537 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6538 false, false, tripoint_zero, force_3d );
6539 return result.position;
6540}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6542 of file game.cpp.

6545{
6546 bVMonsterLookFire = false;
6547 // TODO: Make this `true`
6548 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6549
6551
6552 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6553 int &lx = lp.x;
6554 int &ly = lp.y;
6555 int &lz = lp.z;
6556
6557 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6558 bool fast_scroll = false;
6559
6560 std::unique_ptr<ui_adaptor> ui;
6561 catacurses::window w_info;
6562 if( show_window ) {
6563 ui = std::make_unique<ui_adaptor>();
6564 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6565 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6567
6568 // If particularly small, base height on panel width irrespective of other elements.
6569 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6570 if( height < panel_width / 2 ) {
6571 height = panel_width / 2;
6572 }
6573
6574 int la_y = 0;
6575 int la_x = TERMX - panel_width;
6576 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6577 if( position == "left" ) {
6578 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6580 } else {
6581 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6582 }
6583 }
6584 int la_h = height;
6585 int la_w = panel_width;
6586 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6587
6588 ui.position_from_window( w_info );
6589 } );
6590 ui->mark_resize();
6591 }
6592
6593 std::string action;
6594 input_context ctxt( "LOOK" );
6595 ctxt.set_iso( true );
6596 ctxt.register_directions();
6597 ctxt.register_action( "COORDINATE" );
6598 ctxt.register_action( "LEVEL_UP" );
6599 ctxt.register_action( "LEVEL_DOWN" );
6600 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6601 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6602 ctxt.register_action( "SELECT" );
6603 if( peeking ) {
6604 ctxt.register_action( "throw_blind" );
6605 }
6606 if( !select_zone ) {
6607 ctxt.register_action( "TRAVEL_TO" );
6608 ctxt.register_action( "LIST_ITEMS" );
6609 }
6610 ctxt.register_action( "MOUSE_MOVE" );
6611 ctxt.register_action( "CENTER" );
6612
6613 ctxt.register_action( "debug_scent" );
6614 ctxt.register_action( "debug_scent_type" );
6615 ctxt.register_action( "debug_temp" );
6616 ctxt.register_action( "debug_visibility" );
6617 ctxt.register_action( "debug_lighting" );
6618 ctxt.register_action( "debug_radiation" );
6619 ctxt.register_action( "debug_submap_grid" );
6620 ctxt.register_action( "debug_hour_timer" );
6621 ctxt.register_action( "CONFIRM" );
6622 ctxt.register_action( "QUIT" );
6623 ctxt.register_action( "HELP_KEYBINDINGS" );
6624 if( use_tiles ) {
6625 ctxt.register_action( "zoom_out" );
6626 ctxt.register_action( "zoom_in" );
6627 }
6628#if defined(TILES)
6629 ctxt.register_action( "toggle_pixel_minimap" );
6630#endif // TILES
6631
6632 const int old_levz = get_levz();
6633 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6634 -OVERMAP_DEPTH );
6635 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6637
6638 m.update_visibility_cache( old_levz );
6640
6641 bool blink = true;
6643
6644 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6645
6646 if( show_window && ui ) {
6647 ui->on_redraw( [&]( const ui_adaptor & ) {
6648 werase( w_info );
6649 draw_border( w_info );
6650
6651 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6652
6653 std::string extended_descr_text = string_format( _( "%s - %s" ),
6654 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6655 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6656 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6657 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6658 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6659#if defined(TILES)
6660 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6661 ctxt.get_desc( "toggle_pixel_minimap" ),
6662 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6663#endif // TILES
6664
6665 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6666 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6667 fast_scroll_text );
6668#if defined(TILES)
6669 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6670 pixel_minimap_text );
6671#endif // TILES
6672
6673 int first_line = 1;
6674 const int last_line = getmaxy( w_info ) - 3;
6675 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6676
6677 wnoutrefresh( w_info );
6678 } );
6679 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6680 draw_look_around_cursor( lp, cache );
6681 } );
6682 add_draw_callback( ter_indicator_cb );
6683 }
6684
6685 cata::optional<tripoint> zone_start;
6686 cata::optional<tripoint> zone_end;
6687 bool zone_blink = false;
6688 bool zone_cursor = true;
6689 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6690 zone_cursor, is_moving_zone );
6691 add_draw_callback( zone_cb );
6692
6693 is_looking = true;
6694 const tripoint prev_offset = u.view_offset;
6695#if defined(TILES)
6696 const int prev_tileset_zoom = tileset_zoom;
6697 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6698 get_zoom() != 4 ) {
6699 zoom_out();
6700 }
6702#endif
6703 do {
6704 u.view_offset = center - u.pos();
6705 if( select_zone ) {
6706 if( has_first_point ) {
6707 zone_start = start_point;
6708 zone_end = lp;
6709 } else {
6710 zone_start = lp;
6711 zone_end = cata::nullopt;
6712 }
6713 // Actually accessed from the terrain overlay callback `zone_cb` in the
6714 // call to `ui_manager::redraw`.
6715 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6716 zone_blink = blink;
6717 }
6718
6719 if( is_moving_zone ) {
6720 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6721 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6722 // Actually accessed from the terrain overlay callback `zone_cb` in the
6723 // call to `ui_manager::redraw`.
6724 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6725 zone_blink = blink;
6726 }
6729 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6730 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6731 }
6732
6733 //Wait for input
6734 // only specify a timeout here if "EDGE_SCROLL" is enabled
6735 // otherwise use the previously set timeout
6736 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6737 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6738 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6739 if( edge_scrolling ) {
6740 action = ctxt.handle_input( scroll_timeout );
6741 } else {
6742 action = ctxt.handle_input();
6743 }
6744 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6745 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6746 blink = true; // Always draw blink symbols when moving cursor
6747 } else if( action == "TIMEOUT" ) {
6748 blink = !blink;
6749 }
6750 if( action == "LIST_ITEMS" ) {
6752 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6753 fast_scroll = !fast_scroll;
6754 } else if( action == "toggle_pixel_minimap" ) {
6756
6757 if( show_window && ui ) {
6758 ui->mark_resize();
6759 }
6760 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6761 if( !allow_zlev_move ) {
6762 continue;
6763 }
6764
6765 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6766 lz = clamp( lz + dz, min_levz, max_levz );
6767 center.z = clamp( center.z + dz, min_levz, max_levz );
6768
6769 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6770 u.view_offset.z = center.z - u.posz();
6772 } else if( action == "TRAVEL_TO" ) {
6773 if( !u.sees( lp ) ) {
6774 add_msg( _( "You can't see that destination." ) );
6775 continue;
6776 }
6777
6778 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6779 if( route.size() > 1 ) {
6780 route.pop_back();
6781 u.set_destination( route );
6782 } else {
6783 add_msg( m_info, _( "You can't travel there." ) );
6784 continue;
6785 }
6786 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6788 display_scent();
6789 }
6790 } else if( action == "debug_temp" ) {
6793 }
6794 } else if( action == "debug_lighting" ) {
6797 }
6798 } else if( action == "debug_transparency" ) {
6801 }
6802 } else if( action == "debug_radiation" ) {
6805 }
6806 } else if( action == "debug_submap_grid" ) {
6807 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6808 } else if( action == "debug_hour_timer" ) {
6810 } else if( action == "EXTENDED_DESCRIPTION" ) {
6812 } else if( action == "CENTER" ) {
6813 center = u.pos();
6814 lp = u.pos();
6815 u.view_offset.z = 0;
6816 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6817 // This block is structured this way so that edge scroll can work
6818 // whether the mouse is moving at the edge or simply stationary
6819 // at the edge. But even if edge scroll isn't in play, there's
6820 // other things for us to do here.
6821
6822 if( edge_scrolling ) {
6823 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6824 } else if( action == "MOUSE_MOVE" ) {
6825 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6826 if( mouse_pos ) {
6827 lx = mouse_pos->x;
6828 ly = mouse_pos->y;
6829 }
6830 }
6831 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6832 if( fast_scroll ) {
6833 vec->x *= soffset;
6834 vec->y *= soffset;
6835 }
6836
6837 lx = lx + vec->x;
6838 ly = ly + vec->y;
6839 center.x = center.x + vec->x;
6840 center.y = center.y + vec->y;
6841 } else if( action == "throw_blind" ) {
6842 result.peek_action = PA_BLIND_THROW;
6843 } else if( action == "zoom_in" ) {
6844 center.x = lp.x;
6845 center.y = lp.y;
6846 zoom_in();
6848 } else if( action == "zoom_out" ) {
6849 center.x = lp.x;
6850 center.y = lp.y;
6851 zoom_out();
6853 }
6854 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6855 action != "throw_blind" );
6856
6857 if( m.has_zlevels() && center.z != old_levz ) {
6858 m.invalidate_map_cache( old_levz );
6859 m.build_map_cache( old_levz );
6860 u.view_offset.z = 0;
6861 }
6862
6863 ctxt.reset_timeout();
6864 u.view_offset = prev_offset;
6865 zone_cb = nullptr;
6866 is_looking = false;
6867
6869 bVMonsterLookFire = true;
6870
6871 if( action == "CONFIRM" || action == "SELECT" ) {
6872 result.position = is_moving_zone ? zone_start : lp;
6873 }
6874
6875#if defined(TILES)
6876 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6877 // Reset the tileset zoom to the previous value
6878 set_zoom( prev_tileset_zoom );
6880 }
6881#endif
6882
6883 return result;
6884}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2078
void set_zoom(int level)
Definition: game.cpp:7041
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5645
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6521
int get_zoom() const
Definition: game.cpp:7053
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5659
void invalidate_map_cache(const int zlev)
Definition: map.h:470
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2159
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3012
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5638 of file game.cpp.

5639{
5640 editmap edit;
5641 return edit.edit();
5642}
cata::optional< tripoint > edit()
Definition: editmap.cpp:340

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 2969 of file game.cpp.

2970{
2972 if( ui ) {
2973 ui->mark_resize();
2974 }
2975}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2711 of file game.cpp.

2712{
2713 return *memorial_logger_ptr;
2714}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3660 of file game.cpp.

3661{
3662 const monster_visible_info &mon_visible = u.get_mon_visible();
3663 const auto &unique_types = mon_visible.unique_types;
3664 const auto &unique_mons = mon_visible.unique_mons;
3665 const auto &dangerous = mon_visible.dangerous;
3666
3667 const int width = getmaxx( w ) - 2 * hor_padding;
3668 const int maxheight = getmaxy( w );
3669
3670 const int startrow = 0;
3671
3672 // Print the direction headings
3673 // Reminder:
3674 // 7 0 1 unique_types uses these indices;
3675 // 6 8 2 0-7 are provide by direction_from()
3676 // 5 4 3 8 is used for local monsters (for when we explain them below)
3677
3678 const std::array<std::string, 8> dir_labels = {{
3679 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3680 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3681 }
3682 };
3683 std::array<int, 8> widths;
3684 for( int i = 0; i < 8; i++ ) {
3685 widths[i] = utf8_width( dir_labels[i] );
3686 }
3687 std::array<int, 8> xcoords;
3688 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3689 xcoords[0] = xcoords[4] = width / 3;
3690 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3691 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3692 //for the alignment of the 1,2,3 rows on the right edge
3693 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3694 for( int i = 0; i < 8; i++ ) {
3695 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3696 : ( dangerous[i] ? c_light_red : c_light_gray );
3697 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3698 }
3699
3700 // Print the symbols of all monsters in all directions.
3701 for( int i = 0; i < 8; i++ ) {
3702 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3703
3704 // The list of symbols needs a space on each end.
3705 int symroom = ( width / 3 ) - widths[i] - 2;
3706 const int typeshere_npc = unique_types[i].size();
3707 const int typeshere_mon = unique_mons[i].size();
3708 const int typeshere = typeshere_mon + typeshere_npc;
3709 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3710 nc_color c;
3711 std::string sym;
3712 if( symroom < typeshere && j == symroom - 1 ) {
3713 // We've run out of room!
3714 c = c_white;
3715 sym = "+";
3716 } else if( j < typeshere_npc ) {
3717 switch( unique_types[i][j]->get_attitude() ) {
3718 case NPCATT_KILL:
3719 c = c_red;
3720 break;
3721 case NPCATT_FOLLOW:
3722 c = c_light_green;
3723 break;
3724 default:
3725 c = c_pink;
3726 break;
3727 }
3728 sym = "@";
3729 } else {
3730 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3731 c = mt.color;
3732 sym = mt.sym;
3733 }
3734 mvwprintz( w, pr, c, sym );
3735
3736 pr.x++;
3737 }
3738 }
3739
3740 // Now we print their full names!
3741 struct nearest_loc_and_cnt {
3742 int nearest_loc;
3743 int cnt;
3744 };
3745 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3746 for( int loc = 0; loc < 9; loc++ ) {
3747 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3748 const auto mon_it = all_mons.find( mon.first );
3749 if( mon_it == all_mons.end() ) {
3750 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3751 } else {
3752 // 8 being the nearest location (local monsters)
3753 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3754 mon_it->second.cnt += mon.second;
3755 }
3756 }
3757 }
3758 std::vector<std::pair<const mtype *, int>> mons_at[9];
3759 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3760 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3761 }
3762
3763 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3764 // is blank.
3765 point pr( hor_padding, 4 + startrow );
3766
3767 // Print monster names, starting with those at location 8 (nearby).
3768 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3769 // Separate names by some number of spaces (more for local monsters).
3770 int namesep = ( j == 8 ? 2 : 1 );
3771 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3772 const mtype *const type = mon.first;
3773 const int count = mon.second;
3774 if( pr.y >= maxheight ) {
3775 // no space to print to anyway
3776 break;
3777 }
3778
3779 const mtype &mt = *type;
3780 std::string name = mt.nname( count );
3781 // Some languages don't have plural forms, but we want to always
3782 // omit 1.
3783 if( count != 1 ) {
3784 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3785 count, name );
3786 }
3787
3788 // Move to the next row if necessary. (The +2 is for the "Z ").
3789 if( pr.x + 2 + utf8_width( name ) >= width ) {
3790 pr.y++;
3791 pr.x = hor_padding;
3792 }
3793
3794 if( pr.y < maxheight ) { // Don't print if we've overflowed
3795 mvwprintz( w, pr, mt.color, mt.sym );
3796 pr.x += 2; // symbol and space
3797 nc_color danger = c_dark_gray;
3798 if( mt.difficulty >= 30 ) {
3799 danger = c_red;
3800 } else if( mt.difficulty >= 16 ) {
3801 danger = c_light_red;
3802 } else if( mt.difficulty >= 8 ) {
3803 danger = c_white;
3804 } else if( mt.agro > 0 ) {
3805 danger = c_light_gray;
3806 }
3807 mvwprintz( w, pr, danger, name );
3808 pr.x += utf8_width( name ) + namesep;
3809 }
3810 }
3811 }
3812}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:48
bool dangerous[8]
Definition: avatar.h:51
std::vector< npc * > unique_types[9]
Definition: avatar.h:47
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3814 of file game.cpp.

3815{
3816 int newseen = 0;
3817 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3818 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3819 safe_proxy_dist;
3820
3821 monster_visible_info &mon_visible = u.get_mon_visible();
3822 auto &new_seen_mon = mon_visible.new_seen_mon;
3823 auto &unique_types = mon_visible.unique_types;
3824 auto &unique_mons = mon_visible.unique_mons;
3825 auto &dangerous = mon_visible.dangerous;
3826
3827 // 7 0 1 unique_types uses these indices;
3828 // 6 8 2 0-7 are provide by direction_from()
3829 // 5 4 3 8 is used for local monsters (for when we explain them below)
3830 for( auto &t : unique_types ) {
3831 t.clear();
3832 }
3833 for( auto &m : unique_mons ) {
3834 m.clear();
3835 }
3836 std::fill( dangerous, dangerous + 8, false );
3837
3838 const tripoint view = u.pos() + u.view_offset;
3839 new_seen_mon.clear();
3840
3841 // TODO: no reason to have it static here
3842 static time_point previous_turn = calendar::start_of_cataclysm;
3843 const time_duration sm_ignored_time = time_duration::from_turns(
3844 get_option<int>( "SAFEMODEIGNORETURNS" ) );
3845
3847 monster *m = dynamic_cast<monster *>( c );
3848 npc *p = dynamic_cast<npc *>( c );
3849 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
3850 const int mx = POSX + ( c->posx() - view.x );
3851 const int my = POSY + ( c->posy() - view.y );
3852 int index = 8;
3853 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
3854 // for compatibility with old code, see diagram below, it explains the values for index,
3855 // also might need revisiting one z-levels are in.
3856 switch( dir_to_mon ) {
3860 index = 7;
3861 break;
3863 case direction::NORTH:
3865 index = 0;
3866 break;
3870 index = 1;
3871 break;
3873 case direction::WEST:
3875 index = 6;
3876 break;
3878 case direction::CENTER:
3880 index = 8;
3881 break;
3883 case direction::EAST:
3885 index = 2;
3886 break;
3890 index = 5;
3891 break;
3893 case direction::SOUTH:
3895 index = 4;
3896 break;
3900 index = 3;
3901 break;
3902 }
3903 }
3904
3905 rule_state safemode_state = RULE_NONE;
3906 const bool safemode_empty = get_safemode().empty();
3907
3908 if( m != nullptr ) {
3909 //Safemode monster check
3910 monster &critter = *m;
3911
3912 const monster_attitude matt = critter.attitude( &u );
3913 const int mon_dist = rl_dist( u.pos(), critter.pos() );
3914 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
3915
3916 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3917 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
3918 if( index < 8 && critter.sees( g->u ) ) {
3919 dangerous[index] = true;
3920 }
3921
3922 if( !safemode_empty || mon_dist <= iProxyDist ) {
3923 bool passmon = false;
3924 if( critter.ignoring > 0 ) {
3925 if( safe_mode != SAFE_MODE_ON ) {
3926 critter.ignoring = 0;
3927 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
3928 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
3929 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
3930 passmon = true;
3931 }
3932 critter.lastseen_turn = calendar::turn;
3933 }
3934
3935 if( !passmon ) {
3936 newseen++;
3937 new_seen_mon.push_back( shared_from( critter ) );
3938 }
3939 }
3940 }
3941
3942 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
3943 const auto mon_it = std::find_if( vec.begin(), vec.end(),
3944 [&]( const std::pair<const mtype *, int> &elem ) {
3945 return elem.first == critter.type;
3946 } );
3947 if( mon_it == vec.end() ) {
3948 vec.emplace_back( critter.type, 1 );
3949 } else {
3950 mon_it->second++;
3951 }
3952 } else if( p != nullptr ) {
3953 //Safe mode NPC check
3954
3955 const int npc_dist = rl_dist( u.pos(), p->pos() );
3956 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
3957 npc_dist );
3958
3959 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3960 p->get_attitude() == NPCATT_KILL ) ) {
3961 if( !safemode_empty || npc_dist <= iProxyDist ) {
3962 newseen++;
3963 }
3964 }
3965 unique_types[index].push_back( p );
3966 }
3967 }
3968
3969 if( newseen > mostseen ) {
3970 if( newseen - mostseen == 1 ) {
3971 if( !new_seen_mon.empty() ) {
3972 monster &critter = *new_seen_mon.back();
3974 string_format( _( "%s spotted!" ), critter.name() ) );
3975 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
3976 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
3978 u.add_effect( effect_adrenaline_mycus, 30_minutes );
3979 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
3980 // Triffids present. We ain't got TIME to adrenaline comedown!
3981 u.add_effect( effect_adrenaline_mycus, 15_minutes );
3982 u.mod_pain( 3 ); // Does take it out of you, though
3983 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
3984 }
3985 }
3986 } else {
3987 //Hostile NPC
3989 _( "Hostile survivor spotted!" ) );
3990 }
3991 } else {
3993 }
3995 if( safe_mode == SAFE_MODE_ON ) {
3997 }
3998 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
3999 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4000 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4001 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4003 add_msg( m_info, _( "Safe mode ON!" ) );
4004 }
4005 }
4006
4007 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4009 }
4010
4011 previous_turn = calendar::turn;
4012 mostseen = newseen;
4013}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1251
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:203
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1699
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1086
cata::optional< time_point > lastseen_turn
Definition: monster.h:508
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2091
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:285
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, Character::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4050 of file game.cpp.

4051{
4052 cleanup_dead();
4053
4054 for( monster &critter : all_monsters() ) {
4055 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4056 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4057 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4058 critter.pos().to_string(), m.tername( critter.pos() ) );
4059 dbg( DL::Error ) << msg;
4060 add_msg( m_debug, msg );
4061 bool okay = false;
4062 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4063 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4064 critter.setpos( dest );
4065 okay = true;
4066 break;
4067 }
4068 }
4069 if( !okay ) {
4070 // die of "natural" cause (overpopulation is natural)
4071 critter.die( nullptr );
4072 }
4073 }
4074
4075 if( !critter.is_dead() ) {
4076 critter.process_items();
4077 }
4078
4079 if( !critter.is_dead() ) {
4080 critter.process_turn();
4081 }
4082
4083 m.creature_in_field( critter );
4084 if( calendar::once_every( 1_days ) ) {
4085 if( critter.has_flag( MF_MILKABLE ) ) {
4086 critter.refill_udders();
4087 }
4088 critter.try_reproduce();
4089 }
4090 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4091 critter.made_footstep = false;
4092 // Controlled critters don't make their own plans
4093 if( !critter.has_effect( effect_ai_controlled ) ) {
4094 // Formulate a path to follow
4095 critter.plan();
4096 }
4097 critter.move(); // Move one square, possibly hit u
4098 critter.process_triggers();
4099 m.creature_in_field( critter );
4100 }
4101
4102 const bionic_id bio_alarm( "bio_alarm" );
4103 if( !critter.is_dead() &&
4104 u.has_active_bionic( bio_alarm ) &&
4105 u.get_power_level() >= bio_alarm->power_trigger &&
4106 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4107 !critter.is_hallucination() ) {
4108 u.mod_power_level( -bio_alarm->power_trigger );
4109 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4111 _( "Your motion alarm goes off!" ) );
4112 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4113 u.wake_up();
4114 }
4115 }
4116 }
4117
4118 cleanup_dead();
4119
4120 // The remaining monsters are all alive, but may be outside of the reality bubble.
4121 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4122 // monster::die function is not called.
4123 for( monster &critter : all_monsters() ) {
4124 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4125 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4126 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4127 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4128 despawn_monster( critter );
4129 }
4130 }
4131
4132 // Now, do active NPCs.
4133 for( npc &guy : g->all_npcs() ) {
4134 int turns = 0;
4135 if( guy.is_mounted() ) {
4136 guy.check_mount_is_spooked();
4137 }
4138 m.creature_in_field( guy );
4139 if( !guy.has_effect( effect_npc_suspend ) ) {
4140 guy.process_turn();
4141 }
4142 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4143 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4144 ) {
4145 int moves = guy.moves;
4146 guy.move();
4147 if( moves == guy.moves ) {
4148 // Count every time we exit npc::move() without spending any moves.
4149 turns++;
4150 }
4151
4152 // Turn on debug mode when in infinite loop
4153 // It has to be done before the last turn, otherwise
4154 // there will be no meaningful debug output.
4155 if( turns == 9 ) {
4156 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4157 guy.name );
4158 debug_mode = true;
4159 }
4160 }
4161
4162 // If we spun too long trying to decide what to do (without spending moves),
4163 // Invoke cognitive suspension to prevent an infinite loop.
4164 if( turns == 10 ) {
4165 add_msg( _( "%s faints!" ), guy.name );
4166 guy.reboot();
4167 }
4168
4169 if( !guy.is_dead() ) {
4170 guy.npc_update_body();
4171 }
4172 }
4173 cleanup_dead();
4174}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1894
units::energy get_power_level() const
Definition: character.cpp:1874
void wake_up()
Definition: avatar.cpp:958
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), alert, all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), calendar::once_every(), map::points_in_radius(), Character::pos(), bionic_data::power_trigger, rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2025 of file game.cpp.

2027{
2028 const int rate = get_option<int>( "EDGE_SCROLL" );
2029 auto ret = std::make_pair( tripoint_zero, last );
2030 if( rate == -1 ) {
2031 // Fast return when the option is disabled.
2032 return ret;
2033 }
2034 // Ensure the parameters are used even if the #if below is false
2035 ( void ) ctxt;
2036 ( void ) speed;
2037 ( void ) iso;
2038#if (defined TILES || defined _WIN32 || defined WINDOWS)
2039 auto now = std::chrono::steady_clock::now();
2040 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2041 return ret;
2042 } else {
2044 }
2045 const input_event event = ctxt.get_raw_input();
2046 if( event.type == CATA_INPUT_MOUSE ) {
2047 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2048 if( event.mouse_pos.x <= threshold.x ) {
2049 ret.first.x -= speed;
2050 if( iso ) {
2051 ret.first.y -= speed;
2052 }
2053 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2054 ret.first.x += speed;
2055 if( iso ) {
2056 ret.first.y += speed;
2057 }
2058 }
2059 if( event.mouse_pos.y <= threshold.y ) {
2060 ret.first.y -= speed;
2061 if( iso ) {
2062 ret.first.x += speed;
2063 }
2064 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2065 ret.first.y += speed;
2066 if( iso ) {
2067 ret.first.x -= speed;
2068 }
2069 }
2070 ret.second = ret.first;
2071 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2072 ret.first = ret.second;
2073 }
2074#endif
2075 return ret;
2076}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2087 of file game.cpp.

2088{
2089 // overmap has no iso mode
2093 return ret.first;
2094}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2025
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1069
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1070

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2078 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2462 of file game.cpp.

2463{
2464 const std::string save_dir = get_world_base_save_path();
2465 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2466 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2467 const std::string prefix = base64_encode( u.name ) + ".";
2468
2469 if( !assure_dir_exist( graveyard_dir ) ) {
2470 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2471 }
2472
2473 if( !assure_dir_exist( graveyard_save_dir ) ) {
2474 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2475 }
2476
2477 const auto save_files = get_files_from_path( prefix, save_dir );
2478 if( save_files.empty() ) {
2479 debugmsg( "could not find save files in '%s'", save_dir );
2480 }
2481
2482 for( const auto &src_path : save_files ) {
2483 const std::string dst_path = graveyard_save_dir +
2484 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2485
2486 if( rename_file( src_path, dst_path ) ) {
2487 continue;
2488 }
2489
2490 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2491
2492 if( remove_file( src_path ) ) {
2493 continue;
2494 }
2495
2496 debugmsg( "could not remove file '%s'", src_path );
2497 }
2498}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:366
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5105 of file game.cpp.

5106{
5107 const optional_vpart_position vp = m.veh_at( u.pos() );
5108 if( !vp ) {
5109 debugmsg( "Tried to exit non-existent vehicle." );
5110 return;
5111 }
5112 vehicle *const veh = &vp->vehicle();
5113 if( u.pos() == dest_loc ) {
5114 debugmsg( "Need somewhere to dismount towards." );
5115 return;
5116 }
5117 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5118 // TODO:: make dir() const correct!
5119 const units::angle d = ray.dir();
5120 add_msg( _( "You dive from the %s." ), veh->name );
5121 m.unboard_vehicle( u.pos() );
5122 u.moves -= 200;
5123 // Dive three tiles in the direction of tox and toy
5124 fling_creature( &u, d, 30, true );
5125 // Hit the ground according to vehicle speed
5126 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5127 if( veh->velocity > 0 ) {
5128 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5129 } else {
5130 fling_creature( &u, veh->face.dir() + 180_degrees,
5131 -( veh->velocity ) / static_cast<float>( 100 ) );
5132 }
5133 }
5134}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9714

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3479 of file game.cpp.

3480{
3481 // ignore while underground or above limits
3482 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3483 return LIGHT_AMBIENT_MINIMAL;
3484 }
3485
3486 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3487 // Already found the light level for now?
3488 return latest_lightlevels[zlev];
3489 }
3490
3491 float ret = LIGHT_AMBIENT_MINIMAL;
3492
3493 // Sunlight/moonlight related stuff
3495 if( !weather.lightning_active ) {
3497 } else {
3498 // Recent lightning strike has lit the area
3500 }
3501
3503
3504 // Artifact light level changes here. Even though some of these only have an effect
3505 // aboveground it is cheaper performance wise to simply iterate through the entire
3506 // list once instead of twice.
3507 float mod_ret = -1;
3508 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3509 // will trump a lower one.
3510 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3511 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3512 const time_duration left = e->when - calendar::turn;
3513 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3514 if( left > 25_turns ) {
3515 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3516 // and the last 25 scale back towards normal.
3517 } else {
3518 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3519 }
3520 }
3522 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3523 mod_ret = std::max<float>( ret, default_daylight_level() );
3524 }
3525 // If we had a changed light level due to an artifact event then it overwrites
3526 // the natural light level.
3527 if( mod_ret > -1 ) {
3528 ret = mod_ret;
3529 }
3530
3531 // Cap everything to our minimum light level
3532 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3533
3534 latest_lightlevels[zlev] = ret;
3535
3536 return ret;
3537}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1042
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5236 of file game.cpp.

5237{
5238 enum choices : int {
5239 talk = 0,
5240 swap_pos,
5241 push,
5242 examine_wounds,
5243 use_item,
5244 sort_armor,
5245 attack,
5246 disarm,
5247 steal
5248 };
5249
5250 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5251
5252 uilist amenu;
5253
5254 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5255 amenu.addentry( talk, true, 't', _( "Talk" ) );
5256 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5257 !u.is_mounted(), 's', _( "Swap positions" ) );
5258 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5259 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5260 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5261 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5262 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5263 if( !who.is_player_ally() ) {
5264 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5265 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5266 }
5267
5268 amenu.query();
5269
5270 const int choice = amenu.ret;
5271 if( choice == talk ) {
5272 who.talk_to_u();
5273 } else if( choice == swap_pos ) {
5274 if( !prompt_dangerous_tile( who.pos() ) ) {
5275 return true;
5276 }
5277 // TODO: Make NPCs protest when displaced onto dangerous crap
5278 add_msg( _( "You swap places with %s." ), who.name );
5279 swap_critters( u, who );
5280 // TODO: Make that depend on stuff
5281 u.mod_moves( -200 );
5282 } else if( choice == push ) {
5283 // TODO: Make NPCs protest when displaced onto dangerous crap
5284 tripoint oldpos = who.pos();
5285 who.move_away_from( u.pos(), true );
5286 u.mod_moves( -20 );
5287 if( oldpos != who.pos() ) {
5288 add_msg( _( "%s moves out of the way." ), who.name );
5289 } else {
5290 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5291 }
5292 } else if( choice == examine_wounds ) {
5293 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5294
5295 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5296 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5297 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5298 0.0f, 0.0f );
5299 } else if( choice == use_item ) {
5300 static const std::string heal_string( "heal" );
5301 const auto will_accept = []( const item & it ) {
5302 const auto use_fun = it.get_use( heal_string );
5303 if( use_fun == nullptr ) {
5304 return false;
5305 }
5306
5307 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5308
5309 return actor != nullptr &&
5310 actor->limb_power >= 0 &&
5311 actor->head_power >= 0 &&
5312 actor->torso_power >= 0;
5313 };
5314 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5315
5316 if( !loc ) {
5317 add_msg( _( "Never mind" ) );
5318 return false;
5319 }
5320 item &used = *loc;
5321 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5322 if( did_use ) {
5323 // Note: exiting a body part selection menu counts as use here
5324 u.mod_moves( -300 );
5325 }
5326 } else if( choice == sort_armor ) {
5327 show_armor_layers_ui( who );
5328 u.mod_moves( -100 );
5329 } else if( choice == attack ) {
5330 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5331 u.melee_attack( who, true );
5332 who.on_attacked( u );
5333 }
5334 } else if( choice == disarm ) {
5335 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5337 }
5338 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5340 }
5341
5342 return true;
5343}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5582
bool in_sleep_state() const override
Definition: character.cpp:9056
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:387
int per_cur
Definition: character.h:259
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8654
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4731
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:733
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1457
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2524
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
void try_disarm_npc(avatar &you, npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2319
void try_steal_from_npc(avatar &you, npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2395
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:610

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, show_armor_layers_ui(), skill_firstaid, game_menus::inv::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4677 of file game.cpp.

4678{
4679 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4680}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9672 of file game.cpp.

9673{
9674 // TODO: Move this to a character method
9675 if( !u.is_mounted() ) {
9676 const item muscle( "muscle" );
9677 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9678 if( u.has_active_bionic( bid ) ) {// active power gen
9679 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9680 } else if( u.has_bionic( bid ) ) {// passive power gen
9681 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9682 }
9683 }
9684 const bionic_id bio_jointservo( "bio_jointservo" );
9686 if( u.movement_mode_is( CMM_RUN ) ) {
9688 } else {
9690 }
9691 }
9692 }
9693
9694 if( u.movement_mode_is( CMM_RUN ) ) {
9695 if( !u.can_run() ) {
9697 }
9698 }
9699
9700 // apply martial art move bonuses
9701 u.martial_arts_data->ma_onmove_effects( u );
9702
9704}
static const bionic_id bio_jointservo("bio_jointservo")
@ CMM_RUN
Definition: character.h:102
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1239
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1529
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1835
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1784
void do_ambient()
Definition: sounds.cpp:1614
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References bio_jointservo, Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), bionic_data::power_trigger, avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9706 of file game.cpp.

9707{
9708#if defined(TILES)
9709 tilecontext->on_options_changed();
9710#endif
9711 grid_tracker_ptr->on_options_changed();
9712}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1494 of file handle_action.cpp.

1495{
1496 uilist as_m;
1497
1498 as_m.text = _( "What do you want to consume?" );
1499
1500 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1501 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1502 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1503 as_m.query();
1504
1505 switch( as_m.ret ) {
1506 case 0:
1508 break;
1509 case 1:
1511 break;
1512 case 2:
1514 break;
1515 default:
1516 break;
1517 }
1518}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4176 of file game.cpp.

4177{
4178 std::vector<npc *> travelling_npcs;
4179 static constexpr int move_search_radius = 600;
4180 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4181 if( !elem ) {
4182 continue;
4183 }
4184 npc *npc_to_add = elem.get();
4185 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4186 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4187 travelling_npcs.push_back( npc_to_add );
4188 }
4189 }
4190 for( auto &elem : travelling_npcs ) {
4191 if( elem->has_omt_destination() ) {
4192 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4193 //recalculate path, we got distracted doing something else probably
4194 elem->omt_path.clear();
4195 }
4196 if( elem->omt_path.empty() ) {
4197 const tripoint_abs_omt &from = elem->global_omt_location();
4198 const tripoint_abs_omt &to = elem->goal;
4199 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4201 if( elem->omt_path.empty() ) {
4202 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4203 elem->get_name(), from.to_string(), to.to_string() );
4204 elem->goal = npc::no_goal_point;
4205 elem->mission = NPC_MISSION_NULL;
4206 }
4207 } else {
4208 if( elem->omt_path.back() == elem->global_omt_location() ) {
4209 elem->omt_path.pop_back();
4210 }
4211 // TODO: fix point types
4212 elem->travel_overmap(
4213 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4214 }
4215 reload_npcs();
4216 }
4217 }
4218 return;
4219}
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1772
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1334
bool is_active() const
Definition: npc.cpp:2209
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5596 of file game.cpp.

5597{
5598 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5599 if( !p ) {
5600 return;
5601 }
5602
5603 if( p->z != 0 ) {
5604 const tripoint old_pos = u.pos();
5605 vertical_move( p->z, false, true );
5606
5607 if( old_pos != u.pos() ) {
5608 look_around();
5609 vertical_move( p->z * -1, false, true );
5610 }
5611 return;
5612 }
5613
5614 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5615 return;
5616 }
5617
5618 peek( u.pos() + *p );
5619}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:984

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5621 of file game.cpp.

5622{
5623 u.moves -= 200;
5624 tripoint prev = u.pos();
5625 u.setpos( p );
5626 tripoint center = p;
5627 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5628 true );
5629 u.setpos( prev );
5630
5631 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5632 item_location loc;
5633 avatar_action::plthrow( u, loc, p );
5634 }
5636}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11003 of file game.cpp.

11004{
11005 if( !calendar::once_every( 1_hours ) ) {
11006 return;
11007 }
11008 // Create a new NPC?
11009 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11010 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11011 return;
11012 }
11013
11014 float density = get_option<float>( "NPC_DENSITY" );
11015 static constexpr int density_search_radius = 60;
11016 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11017 if( npc_num > 0.0 ) {
11018 // 100%, 80%, 64%, 52%, 41%, 33%...
11019 density *= std::pow( 0.8f, npc_num );
11020 }
11021
11022 if( !x_in_y( density, 100 ) ) {
11023 return;
11024 }
11025 bool spawn_allowed = false;
11027 int counter = 0;
11028 while( !spawn_allowed ) {
11029 if( counter >= 10 ) {
11030 return;
11031 }
11032 static constexpr int radius_spawn_range = 120;
11033 const tripoint_abs_omt u_omt = u.global_omt_location();
11034 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11035 rng( -radius_spawn_range, radius_spawn_range ) );
11036 spawn_point.z() = 0;
11037 const oter_id oter = overmap_buffer.ter( spawn_point );
11038 // shouldn't spawn on lakes or rivers.
11039 if( !is_river_or_lake( oter ) ) {
11040 spawn_allowed = true;
11041 }
11042 counter += 1;
11043 }
11044 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11045 tmp->randomize();
11046 std::string new_fac_id = "solo_";
11047 new_fac_id += tmp->name;
11048 // create a new "lone wolf" faction for this one NPC
11049 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11050 faction_id( "no_faction" ) );
11051 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11052 // adds the npc to the correct overmap.
11053 // Only spawn random NPCs on z-level 0
11054 // TODO: fix point types
11055 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11056 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11058 tmp->form_opinion( u );
11059 tmp->mission = NPC_MISSION_NULL;
11060 tmp->long_term_goal_action();
11061 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11062 tmp->getID() ) );
11063 // This will make the new NPC active- if its nearby to the player
11064 load_npcs();
11065}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9404 of file game.cpp.

9405{
9406 if( dest_loc.z != u.posz() && !via_ramp ) {
9407 // No vertical phasing yet
9408 return false;
9409 }
9410
9411 //probability travel through walls but not water
9412 tripoint dest = dest_loc;
9413 // tile is impassable
9414 int tunneldist = 0;
9415 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9416 while( m.impassable( dest ) ||
9417 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9418 //add 1 to tunnel distance for each impassable tile in the line
9419 tunneldist += 1;
9420 //Being dimensionally anchored prevents quantum shenanigans.
9421 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9423 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9424 return false;
9425 }
9426 if( tunneldist > 24 ) {
9427 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9428 return false;
9429 }
9430
9431 dest.x += d.x;
9432 dest.y += d.y;
9433 }
9434
9436
9437 if( tunneldist != 0 ) {
9438 // -1 because power_cost for the first tile was already taken up by the bionic's activation
9439 if( ( tunneldist - 1 ) * power_cost > u.get_power_level() ) {
9440 // oops, not enough energy! Tunneling costs set amount of bionic power per impassable tile
9441 if( tunneldist * power_cost > u.get_max_power_level() ) {
9442 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9443 } else {
9444 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %s of bionic power to travel that thickness of material." ),
9445 units::display( power_cost * tunneldist ) );
9446 }
9447 return false;
9448 }
9449
9450 if( u.in_vehicle ) {
9451 m.unboard_vehicle( u.pos() );
9452 }
9453
9454 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9455 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9456 u.mod_power_level( -( ( tunneldist - 1 ) * power_cost ) );
9457 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9458 u.moves -= ( 50 + ( tunneldist * 50 ) );
9459 u.setpos( dest );
9460
9461 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9462 m.board_vehicle( u.pos(), &u );
9463 }
9464
9465 u.grab( OBJECT_NONE );
9467 m.creature_on_trap( u );
9468 return true;
9469 }
9470
9471 return false;
9472}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3182
units::energy get_max_power_level() const
Definition: character.cpp:1879
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1202
void on_move_effects()
Definition: game.cpp:9672
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1049
constexpr int sgn(const T x)
Definition: enums.h:8
static const bionic_id bio_probability_travel("bio_probability_travel")
std::string display(const units::energy v)
Definition: units.cpp:59
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37

References _, add_msg(), player::add_msg_if_player(), bio_probability_travel, map::board_vehicle(), map::creature_on_trap(), critter_at(), units::display(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), bionic_data::power_activate, Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5567 of file game.cpp.

5568{
5569 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5570 _( "There is nothing to pick up nearby." ),
5571 ACTION_PICKUP, false );
5572 if( !examp_ ) {
5573 return;
5574 }
5575 pickup( *examp_ );
5576}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5578 of file game.cpp.

5579{
5580 // Highlight target
5581 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5582 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5583 } );
5584 add_draw_callback( hilite_cb );
5585
5586 pickup::pick_up( p, 0 );
5587}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5589 of file game.cpp.

5590{
5591 pickup::pick_up( u.pos(), 1 );
5592}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4625 of file game.cpp.

4626{
4627 // TODO: change this into an assert, it must never happen.
4628 if( id.is_null() ) {
4629 return nullptr;
4630 }
4631 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4632}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4625

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4634 of file game.cpp.

4638{
4640 if( forced || can_place_monster( *mon, center ) ) {
4641 where = center;
4642 }
4643
4644 // This loop ensures the monster is placed as close to the center as possible,
4645 // but all places that equally far from the center have the same probability.
4646 for( int r = 1; r <= radius && !where; ++r ) {
4648 }
4649
4650 if( !where ) {
4651 return nullptr;
4652 }
4653 mon->spawn( *where );
4654 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4655}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4607
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4591

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4615 of file game.cpp.

4616{
4617 return place_critter_around( id, p, 0 );
4618}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4620 of file game.cpp.

4621{
4622 return place_critter_around( mon, p, 0 );
4623}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4657 of file game.cpp.

4658{
4659 // TODO: change this into an assert, it must never happen.
4660 if( id.is_null() ) {
4661 return nullptr;
4662 }
4663 return place_critter_within( make_shared_fast<monster>( id ), range );
4664}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4657

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4666 of file game.cpp.

4668{
4669 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4670 if( !where ) {
4671 return nullptr;
4672 }
4673 mon->spawn( *where );
4674 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4675}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9042 of file game.cpp.

9043{
9044 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9045 if( const cata::optional<std::string> label = vp1.get_label() ) {
9046 add_msg( m_info, _( "Label here: %s" ), *label );
9047 }
9048 std::string signage = m.get_signage( dest_loc );
9049 if( !signage.empty() ) {
9050 if( !u.has_trait( trait_ILLITERATE ) ) {
9051 add_msg( m_info, _( "The sign says: %s" ), signage );
9052 } else {
9053 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9054 }
9055 }
9056 if( m.has_graffiti_at( dest_loc ) ) {
9057 if( !u.has_trait( trait_ILLITERATE ) ) {
9058 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9059 } else {
9060 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9061 }
9062 }
9063 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9064 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9065 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9066 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9067 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9068 dest_loc ) );
9069 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9070 }
9071 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9072 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9073 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9074 dest_loc ) );
9075 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9076 }
9077 }
9078 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9079 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9080 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9081 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9082 if( u.is_mounted() ) {
9083 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9084 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9085 } else {
9086 const bodypart_id bp = u.get_random_body_part();
9087 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9088 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9089 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9090 body_part_name_accusative( bp->token ),
9091 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9092 dest_loc ) );
9093 }
9094 }
9095 }
9096 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9097 u.add_effect( effect_bouldering, 1_turns, num_bp );
9098 } else if( u.has_effect( effect_bouldering ) ) {
9100 }
9101 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9102 u.add_effect( effect_no_sight, 1_turns, num_bp );
9103 } else if( u.has_effect( effect_no_sight ) ) {
9105 }
9106
9107 // If we moved out of the nonant, we need update our map data
9108 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9109 add_msg( _( "The water puts out the flames!" ) );
9111 if( u.is_mounted() ) {
9112 monster *mon = u.mounted_creature.get();
9113 if( mon->has_effect( effect_onfire ) ) {
9115 }
9116 }
9117 }
9118
9119 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9120 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9121 // Immobile monsters can't be displaced.
9122 monster &critter = *mon_ptr;
9123 // TODO: handling for ridden creatures other than players mount.
9124 if( !critter.has_effect( effect_ridden ) ) {
9125 if( u.is_mounted() ) {
9126 std::vector<tripoint> valid;
9127 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9128 if( is_empty( jk ) ) {
9129 valid.push_back( jk );
9130 }
9131 }
9132 if( !valid.empty() ) {
9133 critter.move_to( random_entry( valid ) );
9134 add_msg( _( "You push the %s out of the way." ), critter.name() );
9135 } else {
9136 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9137 return u.pos().xy();
9138 }
9139 } else {
9140 critter.move_to( u.pos(), false,
9141 true ); // Force the movement even though the player is there right now.
9142 add_msg( _( "You displace the %s." ), critter.name() );
9143 }
9144 } else if( !u.has_effect( effect_riding ) ) {
9145 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9146 return u.pos().xy();
9147 }
9148 }
9149
9150 // If the player is in a vehicle, unboard them from the current part
9151 if( u.in_vehicle ) {
9152 m.unboard_vehicle( u.pos() );
9153 }
9154 // Move the player
9155 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9156 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9157 vertical_shift( dest_loc.z );
9158 }
9159
9160 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9161 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9162 vp1 ) ) {
9163 u.stop_hauling();
9164 }
9165 u.setpos( dest_loc );
9166 if( u.is_mounted() ) {
9167 monster *mon = u.mounted_creature.get();
9168 mon->setpos( dest_loc );
9169 mon->process_triggers();
9170 m.creature_in_field( *mon );
9171 }
9172 point submap_shift = update_map( u );
9173 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9174 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9175 // If you must use it you can calculate the position in the new, shifted system with
9176 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9177
9178 //Auto pulp or butcher and Auto foraging
9179 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9181
9182 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9183 if( forage_type != "off" ) {
9184 const auto forage = [&]( const tripoint & pos ) {
9185 const auto &xter_t = m.ter( pos ).obj().examine;
9186 const auto &xfurn_t = m.furn( pos ).obj().examine;
9187 const bool forage_everything = forage_type == "both";
9188 const bool forage_bushes = forage_everything || forage_type == "bushes";
9189 const bool forage_trees = forage_everything || forage_type == "trees";
9190 if( xter_t == &iexamine::none ) {
9191 return;
9192 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9193 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9194 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9195 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9196 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9197 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9198 ) {
9199 xter_t( u, pos );
9200 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9201 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9202 ) {
9203 xfurn_t( u, pos );
9204 }
9205 };
9206
9207 for( auto &elem : adjacentDir ) {
9208 forage( u.pos() + direction_XY( elem ) );
9209 }
9210 }
9211
9212 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9213 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9214 std::vector<item *> corpses;
9215
9216 for( item &it : m.i_at( u.pos() ) ) {
9217 corpses.push_back( &it );
9218 }
9219
9220 if( !corpses.empty() ) {
9221 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9222 for( item *it : corpses ) {
9223 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9224 }
9225 }
9226 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9227 const auto pulp = [&]( const tripoint & pos ) {
9228 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9229 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9230 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9232 u.activity.placement = m.getabs( pos );
9233 u.activity.auto_resume = true;
9234 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9235 return;
9236 }
9237 }
9238 };
9239
9240 if( pulp_butcher == "pulp_adjacent" ) {
9241 for( auto &elem : adjacentDir ) {
9242 pulp( u.pos() + direction_XY( elem ) );
9243 }
9244 } else {
9245 pulp( u.pos() );
9246 }
9247 }
9248 }
9249
9250 //Autopickup
9251 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9252 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9253 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9254 pickup::pick_up( u.pos(), -1 );
9255 }
9256
9257 // If the new tile is a boardable part, board it
9258 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9259 m.board_vehicle( u.pos(), &u );
9260 }
9261
9262 // Traps!
9263 // Try to detect.
9265 if( u.is_mounted() ) {
9267 } else {
9268 m.creature_on_trap( u );
9269 }
9270 // Drench the player if swimmable
9271 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9272 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9273 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9274 }
9275
9276 // List items here
9277 if( !m.has_flag( "SEALED", u.pos() ) ) {
9278 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9279 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9280 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9281 add_msg( _( "There's something here, but you can't see what it is." ) );
9282 } else if( m.has_items( u.pos() ) ) {
9283 std::vector<std::string> names;
9284 std::vector<size_t> counts;
9285 std::vector<item> items;
9286 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9287
9288 std::string next_tname = tmpitem.tname();
9289 std::string next_dname = tmpitem.display_name();
9290 bool by_charges = tmpitem.count_by_charges();
9291 bool got_it = false;
9292 for( size_t i = 0; i < names.size(); ++i ) {
9293 if( by_charges && next_tname == names[i] ) {
9294 counts[i] += tmpitem.charges;
9295 got_it = true;
9296 break;
9297 } else if( next_dname == names[i] ) {
9298 counts[i] += 1;
9299 got_it = true;
9300 break;
9301 }
9302 }
9303 if( !got_it ) {
9304 if( by_charges ) {
9305 names.push_back( tmpitem.tname( tmpitem.charges ) );
9306 counts.push_back( tmpitem.charges );
9307 } else {
9308 names.push_back( tmpitem.display_name( 1 ) );
9309 counts.push_back( 1 );
9310 }
9311 items.push_back( tmpitem );
9312 }
9313 if( names.size() > 10 ) {
9314 break;
9315 }
9316 }
9317 for( size_t i = 0; i < names.size(); ++i ) {
9318 if( !items[i].count_by_charges() ) {
9319 names[i] = items[i].display_name( counts[i] );
9320 } else {
9321 names[i] = items[i].tname( counts[i] );
9322 }
9323 }
9324 int and_the_rest = 0;
9325 for( size_t i = 0; i < names.size(); ++i ) {
9326 //~ number of items: "<number> <item>"
9327 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9328 names[i] = string_format( fmt, counts[i], names[i] );
9329 // Skip the first two.
9330 if( i > 1 ) {
9331 and_the_rest += counts[i];
9332 }
9333 }
9334 if( names.size() == 1 ) {
9335 add_msg( _( "You see here %s." ), names[0] );
9336 } else if( names.size() == 2 ) {
9337 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9338 } else if( names.size() == 3 ) {
9339 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9340 } else if( and_the_rest < 7 ) {
9341 add_msg( vgettext( "You see here %s, %s and %d more item.",
9342 "You see here %s, %s and %d more items.",
9343 and_the_rest ),
9344 names[0], names[1], and_the_rest );
9345 } else {
9346 add_msg( _( "You see here %s and many more items." ), names[0] );
9347 }
9348 }
9349 }
9350 }
9351
9352 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9353 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9354 add_msg( _( "There are vehicle controls here." ) );
9355 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9356 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9357 }
9358 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9359 u.is_mounted() ) {
9360 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9361 }
9362 return submap_shift;
9363}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1759
bool is_hauling() const
Definition: character.cpp:8920
void stop_hauling()
Definition: character.cpp:8911
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1621
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10526
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:5979
std::string furnname(const tripoint &p)
Definition: map.cpp:1469
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2322
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7849
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4771
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7838
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2312
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2298
void setpos(const tripoint &p) override
Definition: monster.cpp:238
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1548
void process_triggers()
Definition: monster.cpp:1212
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void search_surroundings(Character &who)
Search surrounding squares for traps (and maybe other things in the future).
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3680
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3645
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2117
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2096
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2105
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2087
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3659
string_id< zone_type > zone_type_id
Definition: type_id.h:199

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), character_funcs::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9365 of file game.cpp.

9366{
9367 // if player is teleporting around, they don't bring their horse with them
9368 if( u.is_mounted() ) {
9370 u.mounted_creature->remove_effect( effect_ridden );
9371 u.mounted_creature = nullptr;
9372 }
9373 // offload the active npcs.
9374 unload_npcs();
9375 for( monster &critter : all_monsters() ) {
9376 despawn_monster( critter );
9377 }
9378 if( u.in_vehicle ) {
9379 m.unboard_vehicle( u.pos() );
9380 }
9381
9383 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9384 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9385 for( int z = minz; z <= maxz; z++ ) {
9386 m.clear_vehicle_list( z );
9387 }
9389 // offset because load_map expects the coordinates of the top left corner, but the
9390 // player will be centered in the middle of the map.
9391 // TODO: fix point types
9392 const tripoint map_sm_pos(
9393 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9394 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9395 load_map( map_sm_pos );
9396 load_npcs();
9397 m.spawn_monsters( true ); // Static monsters
9399 // update weather now as it could be different on the new location
9401 place_player( player_pos );
9402}
point place_player(const tripoint &dest)
Definition: game.cpp:9042
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:858
void update_overmap_seen()
Definition: game.cpp:10704
level_cache & access_cache(int zlev)
Definition: map.cpp:8748
void clear_vehicle_list(int zlev)
Definition: map.cpp:331
void clear_vehicle_cache()
Definition: map.cpp:313
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:351

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 754 of file game.cpp.

757{
758 std::vector<std::string> search_types = omt_search_types;
759 if( search_types.empty() ) {
760 vehicle veh( id );
761 if( veh.can_float() ) {
762 search_types.push_back( "river" );
763 search_types.push_back( "lake" );
764 } else {
765 search_types.push_back( "field" );
766 search_types.push_back( "road" );
767 }
768 }
769 for( const std::string &search_type : search_types ) {
770 omt_find_params find_params;
771 find_params.must_see = false;
772 find_params.cant_see = false;
773 find_params.types.emplace_back( search_type, ot_match_type::type );
774 // find nearest road
775 find_params.min_distance = min_distance;
776 find_params.search_range = max_distance;
777 // if player spawns underground, park their car on the surface.
778 const tripoint_abs_omt omt_origin( origin, 0 );
779 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
780 // try place vehicle there.
781 tinymap target_map;
782 target_map.load( project_to<coords::sm>( goal ), false );
783 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
784 static constexpr std::array<units::angle, 4> angles = {{
785 0_degrees, 90_degrees, 180_degrees, 270_degrees
786 }
787 };
788 vehicle *veh = target_map.add_vehicle(
789 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
790 if( veh ) {
791 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
792 veh->sm_pos = ms_to_sm_remain( abs_local );
793 veh->pos = abs_local.xy();
795 veh->tracking_on = true;
796 target_map.save();
797 return veh;
798 }
799 }
800 }
801 return nullptr;
802}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6609
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5630
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2109
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1916
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1901
bool tracking_on
Definition: vehicle.h:1991
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6521 of file game.cpp.

6524{
6525 // get global area info according to look_around caret position
6526 // TODO: fix point types
6528 lp ) ) ) );
6529 // we only need the area name and then pass it to print_all_tile_info() function below
6530 const std::string area_name = cur_ter_m->get_name();
6531 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6532}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5699
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5699 of file game.cpp.

5704{
5705 visibility_type visibility = VIS_HIDDEN;
5706 const bool inbounds = m.inbounds( lp );
5707 if( inbounds ) {
5708 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5709 }
5710 const Creature *creature = critter_at( lp, true );
5711 switch( visibility ) {
5712 case VIS_CLEAR: {
5713 const optional_vpart_position vp = m.veh_at( lp );
5714 print_terrain_info( lp, w_look, area_name, column, line );
5715 print_fields_info( lp, w_look, column, line );
5716 print_trap_info( lp, w_look, column, line );
5717 print_creature_info( creature, w_look, column, line, last_line );
5718 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5719 last_line );
5720 print_items_info( lp, w_look, column, line, last_line );
5721 print_graffiti_info( lp, w_look, column, line, last_line );
5722 }
5723 break;
5724 case VIS_BOOMER:
5725 case VIS_BOOMER_DARK:
5726 case VIS_DARK:
5727 case VIS_LIT:
5728 case VIS_HIDDEN:
5729 print_visibility_info( w_look, column, line, visibility );
5730
5731 if( creature != nullptr ) {
5732 std::vector<std::string> buf;
5733 if( u.sees_with_infrared( *creature ) ) {
5734 creature->describe_infrared( buf );
5735 } else if( u.sees_with_specials( *creature ) ) {
5736 creature->describe_specials( buf );
5737 }
5738 for( const std::string &s : buf ) {
5739 mvwprintw( w_look, point( 1, ++line ), s );
5740 }
5741 }
5742 break;
5743 }
5744 if( !inbounds ) {
5745 return;
5746 }
5747 auto this_sound = sounds::sound_at( lp );
5748 if( !this_sound.empty() ) {
5749 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5750 } else {
5751 // Check other z-levels
5752 tripoint tmp = lp;
5753 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5754 if( tmp.z == lp.z ) {
5755 continue;
5756 }
5757
5758 auto zlev_sound = sounds::sound_at( tmp );
5759 if( !zlev_sound.empty() ) {
5760 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5761 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5762 }
5763 }
5764 }
5765}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6189
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
Definition: character.cpp:9941
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5869
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5796
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5963
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5907
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5916
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5925
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5767
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5887
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6485
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5907 of file game.cpp.

5909{
5910 int vLines = last_line - line;
5911 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
5912 line = creature->print_info( w_look, ++line, vLines, column );
5913 }
5914}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5869 of file game.cpp.

5871{
5872 const field &tmpfield = m.field_at( lp );
5873 for( auto &fld : tmpfield ) {
5874 const field_entry &cur = fld.second;
5875 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5876 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5877 const int max_width = getmaxx( w_look ) - column - 2;
5878 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
5879 get_fire_fuel_string( lp ) ) - 1;
5880 line += lines;
5881 } else {
5882 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
5883 }
5884 }
5885}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:627
ter_id t_pit
Definition: mapdata.cpp:627

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5963 of file game.cpp.

5966{
5967 if( line > last_line ) {
5968 return;
5969 }
5970
5971 const int max_width = getmaxx( w_look ) - column - 2;
5972 if( m.has_graffiti_at( lp ) ) {
5973 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
5974 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
5975 m.graffiti_at( lp ) );
5976 }
5977}
ter_id t_grave_new
Definition: mapdata.cpp:627

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5925 of file game.cpp.

5929{
5930 if( !m.sees_some_items( lp, u ) ) {
5931 return;
5932 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
5933 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
5934 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
5935 mvwprintz( w_look, point( column, ++line ), c_yellow,
5936 _( "There's something there, but you can't see what it is." ) );
5937 return;
5938 } else {
5939 std::map<std::string, int> item_names;
5940 for( auto &item : m.i_at( lp ) ) {
5941 ++item_names[item.tname()];
5942 }
5943
5944 const int max_width = getmaxx( w_look ) - column - 1;
5945 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
5946 // last line but not last item
5947 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
5948 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
5949 break;
5950 }
5951
5952 if( it->second > 1 ) {
5953 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
5954 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
5955 it->first.c_str(), it->second );
5956 } else {
5957 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
5958 }
5959 }
5960 }
5961}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4747
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5796 of file game.cpp.

5799{
5800 const int max_width = getmaxx( w_look ) - column - 1;
5801 int lines;
5802
5803 const auto fmt_tile_info = []( const tripoint & lp ) {
5804 map &here = get_map();
5805 std::string ret;
5806 if( debug_mode ) {
5807 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
5808 if( here.has_furn( lp ) ) {
5809 ret += "; " + here.furn( lp )->id.str();
5810 }
5811 } else {
5812 ret = here.tername( lp );
5813 if( here.has_furn( lp ) ) {
5814 ret += "; " + here.furnname( lp );
5815 }
5816 }
5817 return ret;
5818 };
5819
5820 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5821
5822 if( m.impassable( lp ) ) {
5823 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5824 _( "%s; Impassable" ),
5825 tile );
5826 } else {
5827 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5828 _( "%s; Movement cost %d" ),
5829 tile, m.move_cost( lp ) * 50 );
5830
5831 const auto ll = get_light_level( std::max( 1.0,
5832 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5833 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5834 wprintz( w_look, ll.second, ll.first );
5835 }
5836
5837 std::string signage = m.get_signage( lp );
5838 if( !signage.empty() ) {
5839 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5840 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5841 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5842 }
5843
5844 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5845 // Print info about stuff below
5846 tripoint below( lp.xy(), lp.z - 1 );
5847 std::string tile_below = fmt_tile_info( below );
5848
5849 if( !m.has_floor_or_support( lp ) ) {
5850 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5851 _( "Below: %s; No support" ),
5852 tile_below );
5853 } else {
5854 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5855 _( "Below: %s; Walkable" ),
5856 tile_below );
5857 }
5858 }
5859
5860 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5861 m.features( lp ) );
5862 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5863 m.coverage( lp ) );
5864 if( line < lines ) {
5865 line = lines + map_features - 1;
5866 }
5867}
Manage and cache data about a part of the map.
Definition: map.h:384
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2039
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:646
std::string features(const tripoint &p)
Definition: map.cpp:1714
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6258
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:500
ter_str_id id
Definition: mapdata.h:465

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5887 of file game.cpp.

5890{
5891 const trap &tr = m.tr_at( lp );
5892 if( tr.can_see( lp, u ) ) {
5893 partial_con *pc = m.partial_con_at( lp );
5894 std::string tr_name;
5895 if( pc && tr.loadid == tr_unfinished_construction ) {
5896 const construction &built = pc->id.obj();
5897 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
5898 pc->counter / 100000 );
5899 } else {
5900 tr_name = tr.name();
5901 }
5902
5903 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
5904 }
5905}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5155
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5916 of file game.cpp.

5918{
5919 if( veh ) {
5920 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
5921 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
5922 }
5923}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5767 of file game.cpp.

5769{
5770 const char *visibility_message = nullptr;
5771 switch( visibility ) {
5772 case VIS_CLEAR:
5773 visibility_message = _( "Clearly visible." );
5774 break;
5775 case VIS_BOOMER:
5776 visibility_message = _( "A bright pink blur." );
5777 break;
5778 case VIS_BOOMER_DARK:
5779 visibility_message = _( "A pink blur." );
5780 break;
5781 case VIS_DARK:
5782 visibility_message = _( "Darkness." );
5783 break;
5784 case VIS_LIT:
5785 visibility_message = _( "Bright light." );
5786 break;
5787 case VIS_HIDDEN:
5788 visibility_message = _( "Unseen." );
5789 break;
5790 }
5791
5792 mvwprintw( w_look, point( line, column ), visibility_message );
5793 line += 2;
5794}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1649 of file game.cpp.

1650{
1651 if( !u.activity ) {
1652 return;
1653 }
1654
1655 while( u.moves > 0 && u.activity ) {
1656 u.activity.do_turn( u );
1657 }
1658}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11276 of file game.cpp.

11277{
11278 const bool worn = p.is_worn( it );
11279 const bool wielded = ( &it == &p.weapon );
11280 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11281 if( worn ) {
11282 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11283 effects.insert( effects.end(), ew.begin(), ew.end() );
11284 }
11285 if( wielded ) {
11286 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11287 effects.insert( effects.end(), ew.begin(), ew.end() );
11288 }
11289
11290 if( it.is_tool() ) {
11291 // Recharge it if necessary
11292 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11293 //Before incrementing charge, check that any extra requirements are met
11294 if( check_art_charge_req( it ) ) {
11295 switch( it.type->artifact->charge_type ) {
11296 case ARTC_NULL:
11297 case NUM_ARTCS:
11298 break; // dummy entries
11299 case ARTC_TIME:
11300 // Once per hour
11301 if( calendar::once_every( 1_hours ) ) {
11302 it.charges++;
11303 }
11304 break;
11305 case ARTC_SOLAR:
11306 if( calendar::once_every( 10_minutes ) &&
11307 is_in_sunlight( p.pos() ) ) {
11308 it.charges++;
11309 }
11310 break;
11311 // Artifacts can inflict pain even on Deadened folks.
11312 // Some weird Lovecraftian thing. ;P
11313 // (So DON'T route them through mod_pain!)
11314 case ARTC_PAIN:
11315 if( calendar::once_every( 1_minutes ) ) {
11316 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11317 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11318 it.charges++;
11319 }
11320 break;
11321 case ARTC_HP:
11322 if( calendar::once_every( 1_minutes ) ) {
11323 add_msg( m_bad, _( "You feel your body decaying." ) );
11324 p.hurtall( 1, nullptr );
11325 it.charges++;
11326 }
11327 break;
11328 case ARTC_FATIGUE:
11329 if( calendar::once_every( 1_minutes ) ) {
11330 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11331 u.mod_fatigue( 3 * rng( 1, 3 ) );
11332 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11333 it.charges++;
11334 }
11335 break;
11336 // Portals are energetic enough to charge the item.
11337 // Tears in reality are consumed too, but can't charge it.
11338 case ARTC_PORTAL:
11339 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11340 m.remove_field( dest, fd_fatigue );
11341 if( m.tr_at( dest ).loadid == tr_portal ) {
11342 add_msg( m_good, _( "The portal collapses!" ) );
11343 m.remove_trap( dest );
11344 it.charges++;
11345 break;
11346 }
11347 }
11348 break;
11349 }
11350 }
11351 }
11352 }
11353
11354 for( const art_effect_passive &i : effects ) {
11355 switch( i ) {
11356 case AEP_STR_UP:
11357 p.mod_str_bonus( +4 );
11358 break;
11359 case AEP_DEX_UP:
11360 p.mod_dex_bonus( +4 );
11361 break;
11362 case AEP_PER_UP:
11363 p.mod_per_bonus( +4 );
11364 break;
11365 case AEP_INT_UP:
11366 p.mod_int_bonus( +4 );
11367 break;
11368 case AEP_ALL_UP:
11369 p.mod_str_bonus( +2 );
11370 p.mod_dex_bonus( +2 );
11371 p.mod_per_bonus( +2 );
11372 p.mod_int_bonus( +2 );
11373 break;
11374 case AEP_SPEED_UP:
11375 // Handled in player::current_speed()
11376 break;
11377
11378 case AEP_PBLUE:
11379 if( p.get_rad() > 0 ) {
11380 p.mod_rad( -1 );
11381 }
11382 break;
11383
11384 case AEP_SMOKE:
11385 if( one_in( 10 ) ) {
11386 tripoint pt( p.posx() + rng( -1, 1 ),
11387 p.posy() + rng( -1, 1 ),
11388 p.posz() );
11389 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11390 }
11391 break;
11392
11393 case AEP_SNAKES:
11394 break; // Handled in player::hit()
11395
11396 case AEP_EXTINGUISH:
11397 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11398 m.mod_field_age( dest, fd_fire, -1_turns );
11399 }
11400 break;
11401
11402 case AEP_FUN:
11403 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11404 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11405 break;
11406
11407 case AEP_HUNGER:
11408 if( one_in( 100 ) ) {
11409 p.mod_stored_kcal( -10 );
11410 }
11411 break;
11412
11413 case AEP_THIRST:
11414 if( one_in( 120 ) ) {
11415 p.mod_thirst( 1 );
11416 }
11417 break;
11418
11419 case AEP_EVIL:
11420 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11421 p.add_effect( effect_evil, 30_minutes );
11422 if( it.is_armor() ) {
11423 if( !worn ) {
11424 add_msg( _( "You have an urge to wear the %s." ),
11425 it.tname() );
11426 }
11427 } else if( !wielded ) {
11428 add_msg( _( "You have an urge to wield the %s." ),
11429 it.tname() );
11430 }
11431 }
11432 break;
11433
11434 case AEP_SCHIZO:
11435 break; // Handled in player::suffer()
11436
11437 case AEP_RADIOACTIVE:
11438 if( one_in( 4 ) ) {
11439 p.irradiate( 1.0f );
11440 }
11441 break;
11442
11443 case AEP_STR_DOWN:
11444 p.mod_str_bonus( -3 );
11445 break;
11446
11447 case AEP_DEX_DOWN:
11448 p.mod_dex_bonus( -3 );
11449 break;
11450
11451 case AEP_PER_DOWN:
11452 p.mod_per_bonus( -3 );
11453 break;
11454
11455 case AEP_INT_DOWN:
11456 p.mod_int_bonus( -3 );
11457 break;
11458
11459 case AEP_ALL_DOWN:
11460 p.mod_str_bonus( -2 );
11461 p.mod_dex_bonus( -2 );
11462 p.mod_per_bonus( -2 );
11463 p.mod_int_bonus( -2 );
11464 break;
11465
11466 case AEP_SPEED_DOWN:
11467 break; // Handled in player::current_speed()
11468
11469 default:
11470 //Suppress warnings
11471 break;
11472 }
11473 }
11474 // Recalculate, as it might have changed (by mod_*_bonus above)
11475 p.str_cur = p.get_str();
11476 p.int_cur = p.get_int();
11477 p.dex_cur = p.get_dex();
11478 p.per_cur = p.get_per();
11479}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4041
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4036
int str_cur
Definition: character.h:256
void mod_rad(int mod)
Definition: character.cpp:6950
virtual int get_dex() const
Definition: character.cpp:3925
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4156
bool is_worn(const item &thing) const
Definition: character.h:1080
virtual int get_int() const
Definition: character.cpp:3933
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4287
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4031
int int_cur
Definition: character.h:258
int get_rad() const
Definition: character.cpp:6940
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:8827
virtual int get_per() const
Definition: character.cpp:3929
void mod_stamina(int mod)
Definition: character.cpp:6979
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8397
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1536
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4046
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1353
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4807
bool is_tool() const
Definition: item.cpp:6852
int charges
Definition: item.h:2210
bool is_armor() const
Definition: item.cpp:6603
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5410
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5330
void remove_trap(const tripoint &p)
Definition: map.cpp:5275
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1609 of file game.cpp.

1610{
1611 if( u.has_effect( effect_sleep ) ) {
1612 // Can't interrupt
1613 return;
1614 }
1615
1616 bool has_activity = u.activity && u.activity.moves_left > 0;
1617 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1618
1619 if( !has_activity && !is_travelling ) {
1620 // Nohing to interrupt
1621 return;
1622 }
1623
1624 // Key poll may be quite expensive, so limit it to 10 times per second.
1625 static auto last_poll = std::chrono::steady_clock::now();
1626 auto now = std::chrono::steady_clock::now();
1627 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1628 ( now - last_poll ).count();
1629
1630 if( difference > 100 ) {
1632 last_poll = now;
1633 }
1634
1635 // If player is performing a task and a monster is dangerously close, warn them
1636 // regardless of previous safemode warnings.
1637 // Distraction Manager can change this.
1638 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1640 Creature *hostile_critter = is_hostile_very_close();
1641 if( hostile_critter != nullptr ) {
1643 string_format( _( "The %s is dangerously close!" ),
1644 hostile_critter->get_name() ) );
1645 }
1646 }
1647}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:8958
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:1970
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8654 of file game.cpp.

8655{
8656 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8657
8658 if( !harmful_stuff.empty() &&
8659 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8660 return false;
8661 }
8662 if( !harmful_stuff.empty() && u.is_mounted() &&
8663 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8664 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8665 u.mounted_creature->get_name() );
8666 return false;
8667 }
8668 return true;
8669}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11244 of file game.cpp.

11245{
11246 const WORLDPTR active_world = world_generator->active_world;
11247 if( active_world == nullptr ) {
11248 return;
11249 }
11250
11251 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11252 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11253 MAPBUFFER.reset();
11255 try {
11256 setup();
11257 } catch( const std::exception &err ) {
11258 debugmsg( "Error: %s", err.what() );
11259 }
11261 }
11262 } else {
11263 popup_getkey( _( "No saves for %s yet." ), u.name );
11264 }
11265}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2507
void setup()
Definition: game.cpp:474
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11222 of file game.cpp.

11223{
11224 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11225 if( !moves_since_last_save ) {
11226 return;
11227 }
11228 add_msg( m_info, _( "Saving game, this may take a while" ) );
11229
11231 popup.message( "%s", _( "Saving game, this may take a while" ) );
11234
11235 time_t now = time( nullptr ); //timestamp for start of saving procedure
11236
11237 //perform save
11238 save();
11239 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11241 last_save_timestamp = now;
11242}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), save(), and time.

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 462 of file game.cpp.

463{
464 if( was_fullscreen ) {
465 if( !fullscreen ) {
467 }
468 }
469}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 867 of file game.cpp.

868{
869 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
870 // and not invoke "on_load" for those NPCs that avoided unloading this way.
871 unload_npcs();
872 load_npcs();
873}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( std::function< void(std::string)>  out)

Definition at line 426 of file game.cpp.

427{
428#if defined(TILES)
429 // Disable UIs below to avoid accessing the tile context during loading.
431 try {
432 tilecontext->reinit();
433 std::vector<mod_id> dummy;
434 tilecontext->load_tileset(
435 get_option<std::string>( "TILES" ),
436 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
437 /*precheck=*/false,
438 /*force=*/true,
439 /*pump_events=*/true
440 );
441 tilecontext->do_tile_loading_report( out );
442 } catch( const std::exception &err ) {
443 popup( _( "Loading the tileset failed: %s" ), err.what() );
444 }
445 g->reset_zoom();
446 g->mark_main_ui_adaptor_resize();
447#endif // TILES
448}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2247 of file game.cpp.

2248{
2250 return remoteveh_cache;
2251 }
2253 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2254 if( remote_veh_string.str().empty() ||
2256 remoteveh_cache = nullptr;
2257 } else {
2258 tripoint vp;
2259 remote_veh_string >> vp.x >> vp.y >> vp.z;
2260 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2261 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2262 remoteveh_cache = veh;
2263 } else {
2264 remoteveh_cache = nullptr;
2265 }
2266 }
2267 return remoteveh_cache;
2268}
vehicle * remoteveh_cache
Definition: game.h:1045
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3359
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1879 of file game.cpp.

1880{
1881 follower_ids.erase( id );
1882 u.follower_ids.erase( id );
1883}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4687 of file game.cpp.

4688{
4689 critter_tracker->remove( critter );
4690}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10743 of file game.cpp.

10744{
10745 for( auto &elem : coming_to_stairs ) {
10746 elem.staircount = 0;
10747 const tripoint pnt( elem.pos().xy(), get_levz() );
10748 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10749 }
10750
10751 coming_to_stairs.clear();
10752}
std::vector< monster > coming_to_stairs
Definition: game.h:983

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7118 of file game.cpp.

7120{
7121 const int width = getmaxx( window );
7122 for( int i = 1; i < TERMX; i++ ) {
7123 if( i < width ) {
7124 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7125 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7126 LINE_OXOX ); // -
7127 }
7128
7129 if( i < TERMY - height ) {
7130 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7131 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7132 }
7133 }
7134
7135 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7136 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7137
7138 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7139 LINE_XXXO ); // |-
7140 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7141 LINE_XOXX ); // -|
7142
7143 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7144 wprintz( window, c_white, _( "Items" ) );
7145
7146 std::string sSort;
7147 if( bRadiusSort ) {
7148 //~ Sort type: distance.
7149 sSort = _( "<s>ort: dist" );
7150 } else {
7151 //~ Sort type: category.
7152 sSort = _( "<s>ort: cat" );
7153 }
7154
7155 int letters = utf8_width( sSort );
7156
7157 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7158
7159 std::vector<std::string> tokens;
7160 if( !sFilter.empty() ) {
7161 tokens.emplace_back( _( "<R>eset" ) );
7162 }
7163
7164 tokens.emplace_back( _( "<E>xamine" ) );
7165 tokens.emplace_back( _( "<C>ompare" ) );
7166 tokens.emplace_back( _( "<F>ilter" ) );
7167 tokens.emplace_back( _( "<+/->Priority" ) );
7168
7169 int gaps = tokens.size() + 1;
7170 letters = 0;
7171 int n = tokens.size();
7172 for( int i = 0; i < n; i++ ) {
7173 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7174 }
7175
7176 int usedwidth = letters;
7177 const int gap_spaces = ( width - usedwidth ) / gaps;
7178 usedwidth += gap_spaces * gaps;
7179 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7180
7181 for( int i = 0; i < n; i++ ) {
7182 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7183 tokens[i] ) + gap_spaces;
7184 }
7185}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3545 of file game.cpp.

3546{
3547 for( float &lev : latest_lightlevels ) {
3548 lev = -std::numeric_limits<float>::max();
3549 }
3550}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2620 of file game.cpp.

2621{
2622 for( auto elem : follower_ids ) {
2623 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2624 if( !npc_to_get ) {
2625 continue;
2626 }
2627 npc *npc_to_add = npc_to_get.get();
2628 npc_to_add->chatbin.missions.clear();
2629 npc_to_add->chatbin.missions_assigned.clear();
2630 npc_to_add->mission = NPC_MISSION_NULL;
2631 npc_to_add->chatbin.mission_selected = nullptr;
2632 npc_to_add->set_attitude( NPCATT_NULL );
2633 npc_to_add->op_of_u.anger = 0;
2634 npc_to_add->op_of_u.fear = 0;
2635 npc_to_add->op_of_u.trust = 0;
2636 npc_to_add->op_of_u.value = 0;
2637 npc_to_add->op_of_u.owed = 0;
2638 npc_to_add->set_fac( faction_id( "no_faction" ) );
2640 npc_to_add->global_omt_location(),
2641 npc_to_add->getID() ) );
2642
2643 }
2644
2645}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3158
npc_chatbin chatbin
Definition: npc.h:1325
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2654
npc_opinion op_of_u
Definition: npc.h:1324
void set_fac(const faction_id &id)
Definition: npc.cpp:473
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7033 of file game.cpp.

7034{
7035#if defined(TILES)
7037 rescale_tileset( tileset_zoom );
7038#endif // TILES
7039}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4817 of file game.cpp.

4818{
4819 if( !it.is_corpse() ) {
4820 debugmsg( "Tried to revive a non-corpse." );
4821 return false;
4822 }
4823 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4824 ( it.get_mtype()->id );
4825 monster &critter = *newmon_ptr;
4826 critter.init_from_item( it );
4827 if( critter.get_hp() < 1 ) {
4828 // Failed reanimation due to corpse being too burned
4829 return false;
4830 }
4831 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4832 it.has_flag( "QUARTERED" ) ) {
4833 // Failed reanimation due to corpse being butchered
4834 return false;
4835 }
4836
4837 critter.no_extra_death_drops = true;
4838 critter.add_effect( effect_downed, 5_turns, num_bp );
4839 for( const item &component : it.components ) {
4840 critter.corpse_components.push_back( component );
4841 }
4842
4843 if( it.get_var( "zlave" ) == "zlave" ) {
4844 critter.add_effect( effect_pacified, 1_turns, num_bp );
4845 critter.add_effect( effect_pet, 1_turns, num_bp );
4846 }
4847
4848 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
4849 for( auto &ammo : critter.ammo ) {
4850 ammo.second = 0;
4851 }
4852 }
4853
4854 return place_critter_at( newmon_ptr, p );
4855}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4615
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
const mtype * get_mtype() const
Definition: item.cpp:6524
std::list< item > components
Definition: item.h:2173
bool has_flag(const std::string &flag) const
Definition: item.cpp:5241
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6519
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2918
bool no_extra_death_drops
Definition: monster.h:482
std::vector< item > corpse_components
Definition: monster.h:459
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2782
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2721 of file game.cpp.

2722{
2723 try {
2724 if( !save_player_data() ||
2726 !save_artifacts() ||
2727 !save_maps() ||
2728 !get_auto_pickup().save_character() ||
2730 !get_safemode().save_character() ||
2731 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2732 JsonOut jsout( fout );
2733 uistate.serialize( jsout );
2734 }, _( "uistate data" ) ) ) {
2735 return false;
2736 } else {
2737 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
2738 return true;
2739 }
2740 } catch( std::ios::failure &err ) {
2741 popup( _( "Failed to save game data" ) );
2742 return false;
2743 }
2744}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:576
bool save_player_data()
Definition: game.cpp:2675
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2656 of file game.cpp.

2657{
2658 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2659 return ::save_artifacts( artfilename );
2660}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 4878 of file game.cpp.

4879{
4880 int assist_bonus = installer.get_effect_int( effect_assisted );
4881
4882 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
4885 -1 );
4886
4887 int damage = cyborg->damage();
4888 int dmg_lvl = cyborg->damage_level( 4 );
4889 int difficulty = 12;
4890
4891 if( damage != 0 ) {
4892
4893 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
4894 dmg_lvl );
4895
4896 // Damage of the cyborg increases difficulty
4897 difficulty += dmg_lvl;
4898 }
4899
4900 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
4901 int success = chance_of_success - rng( 1, 100 );
4902
4903 if( !g->u.query_yn(
4904 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
4905 100 - static_cast<int>( chance_of_success ) ) ) {
4906 return;
4907 }
4908
4909 if( success > 0 ) {
4910 add_msg( m_good, _( "Successfully removed Personality override." ) );
4911 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
4912
4913 delete_cyborg_item( g->m, couch_pos, cyborg );
4914
4915 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
4916 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4917 tmp->load_npc_template( npc_cyborg );
4918 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
4920 tmp->hurtall( dmg_lvl * 10, nullptr );
4921 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
4922 load_npcs();
4923
4924 } else {
4925 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
4926 adjusted_skill ) );
4927 const int fail_type = std::min( 5, failure_level );
4928 switch( fail_type ) {
4929 case 1:
4930 case 2:
4931 add_msg( m_info, _( "The removal fails." ) );
4932 add_msg( m_bad, _( "The body is damaged." ) );
4933 cyborg->set_damage( damage + 1000 );
4934 break;
4935 case 3:
4936 case 4:
4937 add_msg( m_info, _( "The removal fails badly." ) );
4938 add_msg( m_bad, _( "The body is badly damaged!" ) );
4939 cyborg->set_damage( damage + 2000 );
4940 break;
4941 case 5:
4942 add_msg( m_info, _( "The removal is a catastrophe." ) );
4943 add_msg( m_bad, _( "The body is destroyed!" ) );
4944 delete_cyborg_item( g->m, couch_pos, cyborg );
4945 break;
4946 default:
4947 break;
4948 }
4949
4950 }
4951
4952}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1881
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1838
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:714
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
static const skill_id skill_computer("computer")
static void delete_cyborg_item(map &m, const tripoint &couch_pos, item *cyborg)
Definition: game.cpp:4857
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), delete_cyborg_item(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), overmapbuffer::insert_npc(), load_npcs(), m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2648 of file game.cpp.

2649{
2650 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2651 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2652 serialize_master( fout );
2653 }, _( "factions data" ) );
2654}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2662 of file game.cpp.

2663{
2664 try {
2665 m.save();
2666 overmap_buffer.save(); // can throw
2667 MAPBUFFER.save(); // can throw
2668 return true;
2669 } catch( const std::exception &err ) {
2670 popup( _( "Failed to save the maps: %s" ), err.what() );
2671 return false;
2672 }
2673}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2675 of file game.cpp.

2676{
2677 const std::string playerfile = get_player_base_save_path();
2678
2679 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2680 serialize( fout );
2681 }, _( "player data" ) );
2682 const bool saved_map_memory = u.save_map_memory();
2683 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2684 std::ostream & fout ) {
2685 fout << memorial().dump();
2686 }, _( "player memorial" ) );
2687#if defined(__ANDROID__)
2688 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2689 std::ostream & fout ) {
2690 save_shortcuts( fout );
2691 }, _( "quick shortcuts" ) );
2692#endif
2693 const bool saved_diary = u.get_avatar_diary()->store();
2694 return saved_data && saved_map_memory && saved_log && saved_diary
2695#if defined(__ANDROID__)
2696 && saved_shortcuts
2697#endif
2698 ;
2699}
bool save_map_memory()
Definition: avatar.cpp:132
bool store()
Definition: diary.cpp:760
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:11961
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), avatar::get_avatar_diary(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), diary::store(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:975
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:52
const char * c_str() const noexcept
Definition: json.h:55
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1787 of file game.cpp.

1788{
1789 critter_died = true;
1790}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1597 of file game.cpp.

1598{
1599 // remove the previous driving offset,
1600 // store the new offset and apply the new offset.
1607}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1782 of file game.cpp.

1783{
1784 npcs_dirty = true;
1785}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8581 of file game.cpp.

8582{
8583 safe_mode = mode;
8585}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7041 of file game.cpp.

7042{
7043#if defined(TILES)
7044 if( tileset_zoom != level ) {
7045 tileset_zoom = level;
7046 rescale_tileset( tileset_zoom );
7047 }
7048#else
7049 static_cast<void>( level );
7050#endif // TILES
7051}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2270 of file game.cpp.

2271{
2273 remoteveh_cache = veh;
2274 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2276 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2277 veh = nullptr;
2278 }
2279
2280 if( veh == nullptr ) {
2281 u.remove_value( "remote_controlling_vehicle" );
2282 return;
2283 }
2284
2285 std::stringstream remote_veh_string;
2286 const tripoint vehpos = veh->global_pos3();
2287 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2288 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2289}
void remove_value(const std::string &key)
Definition: creature.cpp:1337

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 474 of file game.cpp.

475{
476 loading_ui ui( true );
477
479
480 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
481 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
482 }
483
484 m = map( get_option<bool>( "ZLEVELS" ) );
485
487 next_mission_id = 1;
488 new_game = true;
489 uquit = QUIT_NO; // We haven't quit the game
490 bVMonsterLookFire = true;
491
492 // invalidate calendar caches in case we were previously playing
493 // a different world
494 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
495 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
496
499
500 turnssincelastmon = 0; //Auto safe mode init
501
504 coming_to_stairs.clear();
505 active_npc.clear();
506 faction_manager_ptr->clear();
511
512 SCT.vSCT.clear(); //Delete pending messages
513
514 stats().clear();
515 // reset kill counts
516 kill_tracker_ptr->clear();
518 // reset follower list
519 follower_ids.clear();
520 scent.reset();
521
523 remoteveh_cache = nullptr;
524
525 token_provider_ptr->clear();
526 // back to menu for save loading, new game etc
527}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4692
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void load_world_modfiles(loading_ui &ui, const std::string &artifacts_file)
Load & finalize modlist needed for the current world.
Definition: init.cpp:872
void reset_sounds()
Definition: sounds.cpp:565

References achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, get_world_base_save_path(), kill_tracker_ptr, init::load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), QUIT_NO, remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), SAVE_ARTIFACTS(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4545 of file game.cpp.

4546{
4547 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4548 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4549 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4550 }
4551 if( critter.is_monster() ) {
4552 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4553 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4554 return std::dynamic_pointer_cast<T>( mon_ptr );
4555 }
4556 }
4557 }
4558 if( critter.is_npc() ) {
4559 for( auto &cur_npc : active_npc ) {
4560 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4561 return std::dynamic_pointer_cast<T>( cur_npc );
4562 }
4563 }
4564 }
4565 return nullptr;
4566}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 11974 of file game.cpp.

11975{
11976 for( tripoint &p : destination_preview ) {
11977 p += delta;
11978 }
11979}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 10978 of file game.cpp.

10979{
10980 // If either shift argument is non-zero, we're shifting.
10981 if( shift == tripoint_zero ) {
10982 return;
10983 }
10984 for( monster &critter : all_monsters() ) {
10985 if( shift.xy() != point_zero ) {
10986 critter.shift( shift.xy() );
10987 }
10988
10989 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
10990 // We're inbounds, so don't despawn after all.
10991 // No need to shift Z-coordinates, they are absolute
10992 continue;
10993 }
10994 // Either a vertical shift or the critter is now outside of the reality bubble,
10995 // anyway: it must be saved and removed.
10996 despawn_monster( critter );
10997 }
10998 // The order in which zombies are shifted may cause zombies to briefly exist on
10999 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11000 critter_tracker->rebuild_cache();
11001}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 11981 of file game.cpp.

11982{
11983 ///\EFFECT_DEX decreases chances of slipping while climbing
11984 int climb = u.dex_cur;
11985 if( u.has_trait( trait_BADKNEES ) ) {
11986 climb = climb / 2;
11987 }
11988 if( one_in( climb ) ) {
11989 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
11990 if( climb <= 1 ) {
11991 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
11992 }
11993 return true;
11994 }
11995 return false;
11996}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4703 of file game.cpp.

4704{
4705 if( one_in( 100 ) ) {
4706 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4707 tmp->randomize( NC_HALLU );
4708 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4709 if( !critter_at( p, true ) ) {
4711 load_npcs();
4712 return true;
4713 } else {
4714 return false;
4715 }
4716 }
4717
4719 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4720 phantasm->hallucination = true;
4721 phantasm->spawn( p );
4722
4723 //Don't attempt to place phantasms inside of other creatures
4724 if( !critter_at( phantasm->pos(), true ) ) {
4725 return critter_tracker->add( phantasm );
4726 } else {
4727 return false;
4728 }
4729}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2716 of file game.cpp.

2717{
2718 return *spell_events_ptr;
2719}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11541 of file game.cpp.

11542{
11543 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11544 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11545 scen->has_flag( "SUM_ADV_START" );
11546
11548 if( scen_season ) {
11549 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11551 get_option<int>( "INITIAL_TIME" );
11552 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11553 if( scen->has_flag( "SPR_START" ) ) {
11555 } else if( scen->has_flag( "SUM_START" ) ) {
11558 } else if( scen->has_flag( "AUT_START" ) ) {
11561 } else if( scen->has_flag( "WIN_START" ) ) {
11564 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11567 } else {
11568 debugmsg( "The Unicorn" );
11569 }
11570 } else {
11571 // No scenario, so use the starting date+time configured in world options
11572 int initial_days = get_option<int>( "INITIAL_DAY" );
11573 if( initial_days == -1 ) {
11574 // 0 - 363 for a 91 day season
11575 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11576 }
11578
11579 // Determine the season based off how long the seasons are set to be
11580 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11581 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11582 if( season_number == 0 ) {
11584 } else if( season_number == 1 ) {
11586 } else if( season_number == 2 ) {
11588 } else {
11590 }
11591
11593 + 1_hours * get_option<int>( "INITIAL_TIME" )
11594 + 1_days * get_option<int>( "SPAWN_DELAY" );
11595 }
11596
11598}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:982
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 553 of file game.cpp.

554{
555 if( !gamemode ) {
556 gamemode = std::make_unique<special_game>();
557 }
558
559 seed = rng_bits();
560 new_game = true;
563 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
564 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
567
569
572 popup.message( "%s", _( "Please wait as we build your world" ) );
575
576 load_master();
577 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
578
582 do {
583 omtstart = start_loc.find_player_initial_location();
584 if( omtstart == overmap::invalid_tripoint ) {
585 if( query_yn(
586 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
589 } else {
590 return false;
591 }
592 }
593 } while( omtstart == overmap::invalid_tripoint );
594
595 start_loc.prepare_map( omtstart );
596
597 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
598 if( u.starting_vehicle &&
599 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
600 std::vector<std::string> {} ) ) {
601 debugmsg( "could not place starting vehicle" );
602 }
603
604 if( scen->has_map_extra() ) {
605 // Map extras can add monster spawn points and similar and should be done before the main
606 // map is loaded.
607 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
608 }
609
610 // TODO: fix point types
611 tripoint lev = project_to<coords::sm>( omtstart ).raw();
612 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
613 lev.x -= HALF_MAPSIZE;
614 lev.y -= HALF_MAPSIZE;
615 load_map( lev, /*pump_events=*/true );
616
619 // Do this after the map cache has been built!
620 start_loc.place_player( u );
621 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
624 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
626 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
627
628 u.moves = 0;
629 u.process_turn(); // process_turn adds the initial move points
633 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
635
636 //Reset character safe mode/pickup rules
641
642 //Put some NPCs in there!
643 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
644 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
645 !g->scen->has_flag( "LONE_START" ) ) ) {
647 }
648 //Load NPCs. Set nearby npcs to active.
649 load_npcs();
650 // Spawn the monsters
651 const bool spawn_near =
652 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
653 // Surrounded start ones
654 if( spawn_near ) {
655 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
656 }
657
658 m.spawn_monsters( !spawn_near ); // Static monsters
659
660 // Make sure that no monsters are near the player
661 // This can happen in lab starts
662 if( !spawn_near ) {
663 for( monster &critter : all_monsters() ) {
664 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
665 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
666 remove_zombie( critter );
667 }
668 }
669 }
670
671 //Create mutation_category_level
673 //Calculate mutation drench protection stats
676 if( scen->has_flag( "FIRE_START" ) ) {
677 start_loc.burn( omtstart, 3, 3 );
678 }
679 if( scen->has_flag( "INFECTED" ) ) {
681 }
682 if( scen->has_flag( "BAD_DAY" ) ) {
683 u.add_effect( effect_flu, 1000_minutes );
684 u.add_effect( effect_drunk, 270_minutes );
685 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
686 }
687 if( scen->has_flag( "HELI_CRASH" ) ) {
688 start_loc.handle_heli_crash( u );
689 bool success = false;
690 for( auto v : m.get_vehicles() ) {
691 std::string name = v.v->type.str();
692 std::string search = std::string( "helicopter" );
693 if( name.find( search ) != std::string::npos ) {
694 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
695 const tripoint pos = vp.pos();
696 u.setpos( pos );
697
698 // Delete the items that would have spawned here from a "corpse"
699 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
700 vehicle_stack here = v.v->get_items( sp );
701
702 for( auto iter = here.begin(); iter != here.end(); ) {
703 iter = here.erase( iter );
704 }
705 }
706
707 auto mons = critter_tracker->find( pos );
708 if( mons != nullptr ) {
709 critter_tracker->remove( *mons );
710 }
711
712 success = true;
713 break;
714 }
715 if( success ) {
716 v.v->name = "Bird Wreckage";
717 break;
718 }
719 }
720 }
721 }
722 if( scen->has_flag( "BORDERED" ) ) {
723 overmap &starting_om = get_cur_om();
724 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
725 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
727 }
728
729 }
730 for( auto &e : u.inv_dump() ) {
731 e->set_owner( g->u );
732 }
733 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
734 update_map( u );
735 // Profession pets
736 for( const mtype_id &elem : u.starting_pets ) {
737 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
738 mon->friendly = -1;
739 mon->add_effect( effect_pet, 1_turns, num_bp );
740 } else {
741 add_msg( m_debug, "cannot place starting pet, no space!" );
742 }
743 }
744 // Assign all of this scenario's missions to the player.
745 for( const mission_type_id &m : scen->missions() ) {
746 const auto mission = mission::reserve_new( m, character_id() );
747 mission->assign( u );
748 }
749
750 g->events().send<event_type::game_start>( u.getID() );
751 return true;
752}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2232
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7683
void set_stamina(int new_stamina)
Definition: character.cpp:6974
time_point next_climate_control_check
Definition: character.h:2231
int get_stamina_max() const
Definition: character.cpp:6963
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7660
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11541
void create_starting_npcs()
Definition: game.cpp:880
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11841
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:754
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6409
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2164
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:370
vproto_id starting_vehicle
Definition: player.h:382
std::vector< mtype_id > starting_pets
Definition: player.h:383
start_location_id start_location
Definition: player.h:371
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:134
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:105
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_distraction_manager(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, distraction_manager::distraction_manager_gui::load(), safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), Character::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10341 of file game.cpp.

10342{
10343 // Find target items and quantities thereof for the new activity
10344 std::vector<item_location> target_items;
10345 std::vector<int> quantities;
10346
10347 map_stack items = m.i_at( pos );
10348 for( item &it : items ) {
10349 // Liquid cannot be picked up
10350 if( it.made_of( LIQUID ) ) {
10351 continue;
10352 }
10353 target_items.emplace_back( map_cursor( pos ), &it );
10354 // Quantity of 0 means move all
10355 quantities.push_back( 0 );
10356 }
10357
10358 if( target_items.empty() ) {
10359 // Nothing to haul
10360 return;
10361 }
10362
10363 // Whether the destination is inside a vehicle (not supported)
10364 const bool to_vehicle = false;
10365 // Destination relative to the player
10366 const tripoint relative_destination{};
10367
10369 target_items,
10370 quantities,
10371 to_vehicle,
10372 relative_destination
10373 ) ) );
10374}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2706 of file game.cpp.

2707{
2708 return *stats_tracker_ptr;
2709}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4731 of file game.cpp.

4732{
4733 if( &a == &b ) {
4734 // No need to do anything, but print a debugmsg anyway
4735 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4736 return true;
4737 }
4738 if( critter_at( a.pos() ) != &a ) {
4739 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4740 b.disp_name(), critter_at( a.pos() )->disp_name() );
4741 return false;
4742 }
4743 if( critter_at( b.pos() ) != &b ) {
4744 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4745 a.disp_name(), critter_at( b.pos() )->disp_name() );
4746 return false;
4747 }
4748 // Simplify by "sorting" the arguments
4749 // Only the first argument can be u
4750 // If swapping player/npc with a monster, monster is second
4751 bool a_first = a.is_player() ||
4752 ( a.is_npc() && !b.is_player() );
4753 Creature &first = a_first ? a : b;
4754 Creature &second = a_first ? b : a;
4755 // Possible options:
4756 // both first and second are monsters
4757 // second is a monster, first is a player or an npc
4758 // first is a player, second is an npc
4759 // both first and second are npcs
4760 if( first.is_monster() ) {
4761 monster *m1 = dynamic_cast< monster * >( &first );
4762 monster *m2 = dynamic_cast< monster * >( &second );
4763 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4764 debugmsg( "Couldn't swap two monsters" );
4765 return false;
4766 }
4767
4768 critter_tracker->swap_positions( *m1, *m2 );
4769 return true;
4770 }
4771
4772 player *u_or_npc = dynamic_cast< player * >( &first );
4773 player *other_npc = dynamic_cast< player * >( &second );
4774
4775 if( u_or_npc->in_vehicle ) {
4776 m.unboard_vehicle( u_or_npc->pos() );
4777 }
4778
4779 if( other_npc && other_npc->in_vehicle ) {
4780 m.unboard_vehicle( other_npc->pos() );
4781 }
4782
4783 tripoint temp = second.pos();
4784 second.setpos( first.pos() );
4785
4786 if( first.is_player() ) {
4787 walk_move( temp );
4788 } else {
4789 first.setpos( temp );
4790 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4791 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4792 }
4793 }
4794
4795 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4796 m.board_vehicle( other_npc->pos(), other_npc );
4797 }
4798 return true;
4799}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8720
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7110 of file game.cpp.

7111{
7112 popup( _( "This binary was not compiled with tiles support." ) );
7113 return false;
7114}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7104 of file game.cpp.

7105{
7106 popup( _( "This binary was not compiled with tiles support." ) );
7107 return false;
7108}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 452 of file game.cpp.

453{
454 if( fullscreen ) {
455 was_fullscreen = true;
457 } else {
458 was_fullscreen = false;
459 }
460}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11148 of file game.cpp.

11149{
11151}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 405 of file game.cpp.

406{
407#if !defined(TILES)
410#else
411 toggle_fullscreen_window();
412#endif
413}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5100 of file game.cpp.

5101{
5102 gates::toggle_gate( p, u );
5103}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 415 of file game.cpp.

416{
417#if defined(TILES)
419 clear_window_area( w_pixel_minimap );
420 }
423#endif // TILES
424}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2291 of file game.cpp.

2292{
2293 bool new_destination = true;
2294 if( !destination_preview.empty() ) {
2295 auto &final_destination = destination_preview.back();
2296 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2297 // Second click
2298 new_destination = false;
2300 destination_preview.clear();
2302 if( act == ACTION_NULL ) {
2303 // Something went wrong
2305 return false;
2306 }
2307 }
2308 }
2309
2310 if( new_destination ) {
2312 u.get_path_avoid() );
2313 return false;
2314 }
2315
2316 return true;
2317}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2319 of file game.cpp.

2320{
2321 const bool cleared_destination = !destination_preview.empty();
2323 destination_preview.clear();
2324
2325 if( cleared_destination ) {
2326 // Produce no-op if auto-move had just been cleared on this action
2327 // e.g. from a previous single left mouse click. This has the effect
2328 // of right-click canceling an auto-move before it is initiated.
2329 return false;
2330 }
2331
2332 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2333 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2334 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2335 if( !u.sees( *mon ) ) {
2336 add_msg( _( "Nothing relevant here." ) );
2337 return false;
2338 }
2339
2340 if( !u.weapon.is_gun() ) {
2341 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2342 return false;
2343 }
2344
2345 // TODO: Add weapon range check. This requires weapon to be reloaded.
2346
2347 act = ACTION_FIRE;
2348 } else if( is_adjacent &&
2349 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2350 true ) ) {
2351 act = ACTION_CLOSE;
2352 } else if( is_self ) {
2354 } else if( is_adjacent ) {
2356 } else {
2357 add_msg( _( "Nothing relevant here." ) );
2358 return false;
2359 }
2360
2361 return true;
2362}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3974
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 858 of file game.cpp.

859{
860 for( const auto &npc : active_npc ) {
861 npc->on_unload();
862 }
863
864 active_npc.clear();
865}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2659

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1250
JsonObject get_object(const std::string &name) const
Definition: json.cpp:428
bool has_object(const std::string &name) const
Definition: json.cpp:492
JsonArray get_array(const std::string &name) const
Definition: json.cpp:399
int get_int(const std::string &name) const
Definition: json.cpp:349
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:942
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:410
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10609 of file game.cpp.

10610{
10611 point shift;
10612
10613 while( x < HALF_MAPSIZE_X ) {
10614 x += SEEX;
10615 shift.x--;
10616 }
10617 while( x >= HALF_MAPSIZE_X + SEEX ) {
10618 x -= SEEX;
10619 shift.x++;
10620 }
10621 while( y < HALF_MAPSIZE_Y ) {
10622 y += SEEY;
10623 shift.y--;
10624 }
10625 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10626 y -= SEEY;
10627 shift.y++;
10628 }
10629
10630 if( shift == point_zero ) {
10631 // adjust player position
10632 u.setpos( tripoint( x, y, get_levz() ) );
10633 // Update what parts of the world map we can see
10634 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10635 // TODO: only make this call if we changed z-level
10637 // Not actually shifting the submaps, all the stuff below would do nothing
10638 return point_zero;
10639 }
10640
10641 // this handles loading/unloading submaps that have scrolled on or off the viewport
10642 // NOLINTNEXTLINE(cata-use-named-point-constants)
10643 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10644 point remaining_shift = shift;
10645 while( remaining_shift != point_zero ) {
10646 point this_shift = clamp( remaining_shift, size_1 );
10647 m.shift( this_shift );
10648 remaining_shift -= this_shift;
10649 }
10650
10651 grid_tracker_ptr->load( m );
10652
10653 // Shift monsters
10654 shift_monsters( tripoint( shift, 0 ) );
10655 const point shift_ms = sm_to_ms_copy( shift );
10656 u.shift_destination( -shift_ms );
10657
10658 // Shift NPCs
10659 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10660 ( *it )->shift( shift );
10661 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10662 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10663 //Remove the npc from the active list. It remains in the overmap list.
10664 ( *it )->on_unload();
10665 it = active_npc.erase( it );
10666 } else {
10667 it++;
10668 }
10669 }
10670
10671 scent.shift( shift_ms );
10672
10673 // Also ensure the player is on current z-level
10674 // get_levz() should later be removed, when there is no longer such a thing
10675 // as "current z-level"
10676 u.setpos( tripoint( x, y, get_levz() ) );
10677
10678 // Only do the loading after all coordinates have been shifted.
10679
10680 // Check for overmap saved npcs that should now come into view.
10681 // Put those in the active list.
10682 load_npcs();
10683
10684 // Make sure map cache is consistent since it may have shifted.
10685 if( m.has_zlevels() ) {
10686 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10687 m.invalidate_map_cache( zlev );
10688 }
10689 } else {
10691 }
10693
10694 // Spawn monsters if appropriate
10695 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10696 m.spawn_monsters( false ); // Static monsters
10697
10698 // Update what parts of the world map we can see
10700
10701 return shift;
10702}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:10978
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6781
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10603 of file game.cpp.

10604{
10605 point p2( p.posx(), p.posy() );
10606 return update_map( p2.x, p2.y );
10607}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10704 of file game.cpp.

10705{
10706 const tripoint_abs_omt ompos = u.global_omt_location();
10707 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10708 const int dist_squared = dist * dist;
10709 // We can always see where we're standing
10710 overmap_buffer.set_seen( ompos, true );
10711 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10712 const point_rel_omt delta = p.xy() - ompos.xy();
10713 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10714 if( trigdist && h_squared > dist_squared ) {
10715 continue;
10716 }
10717 if( delta == point_rel_omt() ) {
10718 // 1. This case is already handled outside of the loop
10719 // 2. Calculating multiplier would cause division by zero
10720 continue;
10721 }
10722 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10723 point abs_delta = delta.raw().abs();
10724 int max_delta = std::max( abs_delta.x, abs_delta.y );
10725 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10726 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10727 float sight_points = dist;
10728 for( auto it = line.begin();
10729 it != line.end() && sight_points >= 0; ++it ) {
10730 const oter_id &ter = overmap_buffer.ter( *it );
10731 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10732 }
10733 if( sight_points >= 0 ) {
10734 tripoint_abs_omt seen( p );
10735 do {
10736 overmap_buffer.set_seen( seen, true );
10737 --seen.z();
10738 } while( seen.z() >= 0 );
10739 }
10740 }
10741}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:633
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10756 of file game.cpp.

10757{
10758 // Search for the stairs closest to the player.
10759 std::vector<int> stairx;
10760 std::vector<int> stairy;
10761 std::vector<int> stairdist;
10762
10763 const bool from_below = monstairz < get_levz();
10764
10765 if( coming_to_stairs.empty() ) {
10766 return;
10767 }
10768
10769 if( m.has_zlevels() ) {
10770 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10771 coming_to_stairs.size() );
10772 coming_to_stairs.clear();
10773 }
10774
10775 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10776 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10777 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10778 stairx.push_back( dest.x );
10779 stairy.push_back( dest.y );
10780 stairdist.push_back( rl_dist( dest, u.pos() ) );
10781 }
10782 }
10783 if( stairdist.empty() ) {
10784 return; // Found no stairs?
10785 }
10786
10787 // Find closest stairs.
10788 size_t si = 0;
10789 for( size_t i = 0; i < stairdist.size(); i++ ) {
10790 if( stairdist[i] < stairdist[si] ) {
10791 si = i;
10792 }
10793 }
10794
10795 // Find up to 4 stairs for distance stairdist[si] +1
10796 std::vector<int> nearest;
10797 nearest.push_back( si );
10798 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10799 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10800 nearest.push_back( i );
10801 }
10802 }
10803 // Randomize the stair choice
10804 si = random_entry_ref( nearest );
10805
10806 // Attempt to spawn zombies.
10807 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10808 point mpos( stairx[si], stairy[si] );
10809 monster &critter = coming_to_stairs[i];
10810 const tripoint dest {
10811 mpos, g->get_levz()
10812 };
10813
10814 // We might be not be visible.
10815 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10816 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10817 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10818 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10819 continue;
10820 }
10821
10822 critter.staircount -= 4;
10823 // Let the player know zombies are trying to come.
10824 if( u.sees( dest ) ) {
10825 std::string dump;
10826 if( critter.staircount > 4 ) {
10827 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10828 } else {
10829 if( critter.staircount > 0 ) {
10830 dump += ( from_below ?
10831 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10832 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10833 critter.name(),
10834 m.tername( dest ) ) :
10835 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10836 critter.name(),
10837 m.tername( dest ) ) );
10838 }
10839 }
10840
10841 add_msg( m_warning, dump );
10842 } else {
10844 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10845 }
10846
10847 if( critter.staircount > 0 ) {
10848 continue;
10849 }
10850
10851 if( is_empty( dest ) ) {
10852 critter.spawn( dest );
10853 critter.staircount = 0;
10854 place_critter_at( make_shared_fast<monster>( critter ), dest );
10855 if( u.sees( dest ) ) {
10856 if( !from_below ) {
10857 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10858 critter.name(),
10859 m.tername( dest ) );
10860 } else {
10861 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10862 critter.name(),
10863 m.tername( dest ) );
10864 }
10865 }
10866 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10867 continue;
10868 } else if( u.pos() == dest ) {
10869 // Monster attempts to push player of stairs
10871 int tries = 0;
10872
10873 // the critter is now right on top of you and will attack unless
10874 // it can find a square to push you into with one of his tries.
10875 const int creature_push_attempts = 9;
10876 const int player_throw_resist_chance = 3;
10877
10878 critter.spawn( dest );
10879 while( tries < creature_push_attempts ) {
10880 tries++;
10881 push.x = rng( -1, 1 );
10882 push.y = rng( -1, 1 );
10883 point ipos( mpos + push );
10884 tripoint pos( ipos, get_levz() );
10885 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
10886 critter.can_move_to( pos ) ) {
10887 bool resiststhrow = ( u.is_throw_immune() ) ||
10889 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
10890 u.moves -= 25; // small charge for avoiding the push altogether
10891 add_msg( _( "The %s fails to push you back!" ),
10892 critter.name() );
10893 return; //judo or leg brace prevent you from getting pushed at all
10894 }
10895 // Not accounting for tentacles latching on, so..
10896 // Something is about to happen, lets charge half a move
10897 u.moves -= 50;
10898 if( resiststhrow && ( u.is_throw_immune() ) ) {
10899 //we have a judoka who isn't getting pushed but counterattacking now.
10900 mattack::thrown_by_judo( &critter );
10901 return;
10902 }
10903 std::string msg;
10904 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
10905 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
10906 // dodge 12 - never get downed
10907 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
10908 u.add_effect( effect_downed, 2_turns );
10909 msg = _( "The %s pushed you back hard!" );
10910 } else {
10911 msg = _( "The %s pushed you back!" );
10912 }
10913 add_msg( m_warning, msg.c_str(), critter.name() );
10914 u.setx( u.posx() + push.x );
10915 u.sety( u.posy() + push.y );
10916 return;
10917 }
10918 }
10920 _( "The %s tried to push you back but failed! It attacks you!" ),
10921 critter.name() );
10922 critter.melee_attack( u );
10923 u.moves -= 50;
10924 return;
10925 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
10926 // Monster attempts to displace a monster from the stairs
10927 monster &other = *mon_ptr;
10928 critter.spawn( dest );
10929
10930 // the critter is now right on top of another and will push it
10931 // if it can find a square to push it into inside of his tries.
10932 const int creature_push_attempts = 9;
10933 const int creature_throw_resist = 4;
10934
10935 int tries = 0;
10936 point push2;
10937 while( tries < creature_push_attempts ) {
10938 tries++;
10939 push2.x = rng( -1, 1 );
10940 push2.y = rng( -1, 1 );
10941 point ipos2( mpos + push2 );
10942 tripoint pos( ipos2, get_levz() );
10943 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
10944 continue;
10945 }
10946 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
10947 other.setpos( tripoint( ipos2, get_levz() ) );
10948 other.moves -= 50;
10949 std::string msg;
10950 if( one_in( creature_throw_resist ) ) {
10951 other.add_effect( effect_downed, 2_turns );
10952 msg = _( "The %1$s pushed the %2$s hard." );
10953 } else {
10954 msg = _( "The %1$s pushed the %2$s." );
10955 }
10956 add_msg( m_neutral, msg, critter.name(), other.name() );
10957 return;
10958 }
10959 }
10960 return;
10961 }
10962 }
10963}
void setx(int x)
Definition: character.h:789
void sety(int y)
Definition: character.h:792
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:809
int monstairz
Definition: game.h:984
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8641
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:258
int posy() const override
Definition: monster.h:500
void melee_attack(Creature &target)
Definition: monster.cpp:1389
int staircount
Definition: monster.h:511
void spawn(const tripoint &p)
Definition: monster.cpp:482
int posx() const override
Definition: monster.h:497
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4674
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4682 of file game.cpp.

4683{
4684 return critter_tracker->update_pos( critter, pos );
4685}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4465 of file game.cpp.

4466{
4467 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4468 add_msg( m_info, _( "You can not read a computer screen!" ) );
4469 return;
4470 }
4471 if( u.is_blind() ) {
4472 // we don't have screen readers in game
4473 add_msg( m_info, _( "You can not see a computer screen!" ) );
4474 return;
4475 }
4476 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4477 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4478 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4479 return;
4480 }
4481
4482 computer *used = m.computer_at( p );
4483
4484 if( used == nullptr ) {
4485 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4486 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4487 } else {
4488 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4489 }
4490 return;
4491 }
4492
4493 computer_session( *used ).use();
4494}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5556
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 1951 of file game.cpp.

1952{
1953 basecamp camp = m.hoist_submap_camp( u.pos() );
1954 if( camp.is_valid() ) {
1955 overmap_buffer.add_camp( camp );
1957 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
1958 std::string camp_name = _( "Faction Camp" );
1959 camp.set_name( camp_name );
1960 overmap_buffer.add_camp( camp );
1962 }
1963}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5587
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5582
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1893 of file game.cpp.

1894{
1895 for( auto &veh : m.get_vehicles() ) {
1896 vehicle *v = veh.v;
1899 if( other_v ) {
1900 // the other vehicle is towing us.
1901 v->tow_data.set_towing( other_v, v );
1903 }
1904 }
1905 }
1906}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6117
towing_data tow_data
Definition: vehicle.h:1944

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1908 of file game.cpp.

1909{
1910 for( monster &m : all_monsters() ) {
1911 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
1912 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
1913 if( !mounted_pl ) {
1914 // Target no longer valid.
1915 m.mounted_player_id = character_id();
1916 m.remove_effect( effect_ridden );
1917 continue;
1918 }
1919 mounted_pl->mounted_creature = shared_from( m );
1920 mounted_pl->setpos( m.pos() );
1921 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
1922 m.mounted_player = mounted_pl;
1923 }
1924 }
1925}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 1927 of file game.cpp.

1928{
1929 // Make sure visible followers are in the list.
1930 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
1931 return guy.is_player_ally();
1932 } );
1933 for( npc *guy : visible_followers ) {
1934 update_faction_api( guy );
1935 add_npc_follower( guy->getID() );
1936 }
1937 // Make sure overmapbuffered NPC followers are in the list.
1938 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
1939 npc *guy = temp_guy.get();
1940 if( guy->is_player_ally() ) {
1941 update_faction_api( guy );
1942 add_npc_follower( guy->getID() );
1943 }
1944 }
1945 // Make sure that serialized player followers sync up with game list
1946 for( const auto &temp_id : u.follower_ids ) {
1947 add_npc_follower( temp_id );
1948 }
1949}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1873
static void update_faction_api(npc *guy)
Definition: game.cpp:1885

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 9930 of file game.cpp.

9931{
9932 if( u.is_mounted() ) {
9933 auto mons = u.mounted_creature.get();
9934 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9935 if( !mons->check_mech_powered() ) {
9936 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9937 mons->get_name() );
9938 return;
9939 }
9940 }
9941 }
9942
9943 // > and < are used for diving underwater.
9944 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
9945 if( movez == -1 ) {
9946 if( u.is_underwater() ) {
9947 add_msg( m_info, _( "You are already underwater!" ) );
9948 return;
9949 }
9950 if( u.worn_with_flag( "FLOTATION" ) ) {
9951 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
9952 return;
9953 }
9954 u.set_underwater( true );
9955 ///\EFFECT_STR increases breath-holding capacity while diving
9956 u.oxygen = 30 + 2 * u.str_cur;
9957 add_msg( _( "You dive underwater!" ) );
9958 } else {
9959 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
9960 u.set_underwater( false );
9961 add_msg( _( "You surface." ) );
9962 } else {
9963 add_msg( m_info, _( "You try to surface but can't!" ) );
9964 }
9965 }
9966 u.moves -= 100;
9967 return;
9968 }
9969
9970 // Force means we're going down, even if there's no staircase, etc.
9971 bool climbing = false;
9972 int move_cost = 100;
9973 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
9974 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
9975 // Climbing
9976 if( m.has_floor_or_support( stairs ) ) {
9977 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
9978 return;
9979 }
9980
9981 std::vector<tripoint> pts;
9982 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
9983 if( m.passable( pt ) &&
9984 m.has_floor_or_support( pt ) ) {
9985 pts.push_back( pt );
9986 }
9987 }
9988
9989 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
9990
9991 if( cost == 0 ) {
9992 if( u.has_trait( trait_WEB_ROPE ) ) {
9993 if( pts.empty() ) {
9994 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
9995 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
9996 if( m.move_cost( u.pos() ) != 2 && m.move_cost( u.pos() ) != 3 ) {
9997 add_msg( m_info, _( "You can't spin a web rope there." ) );
9998 } else if( m.has_furn( u.pos() ) ) {
9999 add_msg( m_info, _( "There is already furniture at that location." ) );
10000 } else {
10001 if( query_yn( "Spin a rope and climb?" ) ) {
10002 add_msg( m_good, _( "You spin a rope of web." ) );
10003 m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10004 u.mod_moves( to_turns<int>( 2_seconds ) );
10006 vertical_move( movez, force, peeking );
10007 }
10008 }
10009 }
10010
10011 } else {
10012 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10013
10014 }
10015 return;
10016
10017 }
10018
10019 if( cost <= 0 || pts.empty() ) {
10020 add_msg( m_info,
10021 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10022 return;
10023 } else {
10024 // TODO: Make it an extended action
10025 climbing = true;
10026 move_cost = cost;
10027
10029 if( !pnt ) {
10030 return;
10031 }
10032 stairs = *pnt;
10033 }
10034 }
10035
10036 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10037 add_msg( m_info, _( "You can't go down here!" ) );
10038 return;
10039 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10040 add_msg( m_info, _( "You can't go up here!" ) );
10041 return;
10042 }
10043
10044 if( force ) {
10045 // Let go of a grabbed cart.
10046 u.grab( OBJECT_NONE );
10047 } else if( u.grab_point != tripoint_zero ) {
10048 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10049 return;
10050 }
10051
10052 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10053 // is called or when the map is loaded on new z-level (== false).
10054 // This caches the z-level we start the movement on (current) and the level we're want to end.
10055 const int z_before = get_levz();
10056 const int z_after = get_levz() + movez;
10057 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10058 debugmsg( "Tried to move outside allowed range of z-levels" );
10059 return;
10060 }
10061
10062 if( !u.move_effects( false ) ) {
10063 return;
10064 }
10065
10066 // Check if there are monsters are using the stairs.
10067 bool slippedpast = false;
10068 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10069 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10070 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10071 coming_to_stairs[0].name() );
10072 // Roll.
10073 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10074
10075 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10076 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10077 ///\EFFECT_STR increases chance of moving past monsters on stairs
10078
10079 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10080 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10081 if( coming_to_stairs.size() > 4 ) {
10082 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10083 dexroll /= 4;
10084 strroll /= 2;
10085 } else if( coming_to_stairs.size() > 1 ) {
10086 add_msg( m_warning, _( "There's something else behind it!" ) );
10087 dexroll /= 2;
10088 }
10089
10090 if( dexroll < 14 || strroll < 12 ) {
10092 u.moves -= 100;
10093 return;
10094 }
10095
10096 add_msg( _( "You manage to slip past!" ) );
10097 slippedpast = true;
10098 u.moves -= 100;
10099 }
10100
10101 // Shift the map up or down
10102
10103 std::unique_ptr<map> tmp_map_ptr;
10104 if( !m.has_zlevels() ) {
10105 tmp_map_ptr = std::make_unique<map>();
10106 }
10107
10108 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10109 if( m.has_zlevels() ) {
10110 // We no longer need to shift the map here! What joy
10111 } else {
10112 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10113 }
10114
10115 // Find the corresponding staircase
10116 bool rope_ladder = false;
10117 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10118 if( !force && !climbing ) {
10119 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10120 if( !pnt ) {
10121 return;
10122 }
10123 stairs = *pnt;
10124 }
10125
10126 if( !force ) {
10127 monstairz = z_before;
10128 }
10129 // Save all monsters that can reach the stairs, remove them from the tracker,
10130 // then despawn the remaining monsters. Because it's a vertical shift, all
10131 // monsters are out of the bounds of the map and will despawn.
10132 shared_ptr_fast<monster> stored_mount;
10133 if( u.is_mounted() && !m.has_zlevels() ) {
10134 // Store a *copy* of the mount, so we can remove the original monster instance
10135 // from the tracker before the map shifts.
10136 // Map shifting would otherwise just despawn the mount and would later respawn it.
10137 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10139 }
10140 if( !m.has_zlevels() ) {
10141 const tripoint to = u.pos();
10142 for( monster &critter : all_monsters() ) {
10143 // if its a ladder instead of stairs - most zombies can't climb that.
10144 // unless that have a special flag to allow them to do so.
10145 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10146 critter.has_effect( effect_ridden ) ||
10147 critter.has_effect( effect_tied ) ) {
10148 continue;
10149 }
10150 int turns = critter.turns_to_reach( to.xy() );
10151 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10152 && !slippedpast ) {
10153 critter.staircount = 10 + turns;
10154 critter.on_unload();
10155 coming_to_stairs.push_back( critter );
10156 remove_zombie( critter );
10157 }
10158 }
10159 auto mons = critter_tracker->find( g->u.pos() );
10160 if( mons != nullptr ) {
10161 critter_tracker->remove( *mons );
10162 }
10163 shift_monsters( tripoint( 0, 0, movez ) );
10164 }
10165
10166 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10167 std::vector<monster *> monsters_following;
10168 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10169 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10170 [this]( const shared_ptr_fast<npc> &np ) {
10171 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10172 rl_dist( np->pos(), u.pos() ) < 2;
10173 } );
10174 }
10175
10176 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10177 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10178 for( monster &critter : all_monsters() ) {
10179 if( ladder && !critter.climbs() ) {
10180 continue;
10181 }
10182 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10183 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10184 !critter.has_effect( effect_tied ) ) ) {
10185 monsters_following.push_back( &critter );
10186 }
10187 }
10188 }
10189
10190 if( u.is_mounted() ) {
10191 monster *crit = u.mounted_creature.get();
10192 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10193 crit->use_mech_power( -1 );
10194 if( u.movement_mode_is( CMM_WALK ) ) {
10195 crit->use_mech_power( -2 );
10196 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10197 crit->use_mech_power( -1 );
10198 } else if( u.movement_mode_is( CMM_RUN ) ) {
10199 crit->use_mech_power( -3 );
10200 }
10201 }
10202 } else {
10203 u.moves -= move_cost;
10204 }
10205 for( const auto &np : npcs_to_bring ) {
10206 if( np->in_vehicle ) {
10207 m.unboard_vehicle( np->pos() );
10208 }
10209 }
10210 const tripoint old_pos = g->u.pos();
10211 point submap_shift;
10212 vertical_shift( z_after );
10213 if( !force ) {
10214 submap_shift = update_map( stairs.x, stairs.y );
10215 }
10216
10217 // if an NPC or monster is on the stiars when player ascends/descends
10218 // they may end up merged on th esame tile, do some displacement to resolve that.
10219 // if, in the weird case of it not being possible to displace;
10220 // ( how did the player even manage to approach the stairs, if so? )
10221 // then nothing terrible happens, its just weird.
10222 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10223 std::string crit_name;
10224 bool player_displace = false;
10226 if( displace.has_value() ) {
10227 npc *guy = g->critter_at<npc>( u.pos(), true );
10228 if( guy ) {
10229 crit_name = guy->get_name();
10230 tripoint old_pos = guy->pos();
10231 if( !guy->is_enemy() ) {
10232 guy->move_away_from( u.pos(), true );
10233 if( old_pos != guy->pos() ) {
10234 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10235 }
10236 } else {
10237 player_displace = true;
10238 }
10239 }
10240 monster *mon = g->critter_at<monster>( u.pos(), true );
10241 // if the monster is ridden by the player or an NPC:
10242 // Dont displace them. If they are mounted by a friendly NPC,
10243 // then the NPC will already have been displaced just above.
10244 // if they are ridden by the player, we want them to coexist on same tile
10245 if( mon && !mon->mounted_player ) {
10246 crit_name = mon->get_name();
10247 if( mon->friendly == -1 ) {
10248 mon->setpos( *displace );
10249 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10250 } else {
10251 player_displace = true;
10252 }
10253 }
10254 if( player_displace ) {
10255 u.setpos( *displace );
10256 u.moves -= 20;
10257 add_msg( _( "You push past %s blocking the way." ), crit_name );
10258 }
10259 } else {
10260 debugmsg( "Failed to find a spot to displace into." );
10261 }
10262 }
10263
10264 // Now that we know the player's destination position, we can move their mount as well
10265 if( u.is_mounted() ) {
10266 if( stored_mount ) {
10267 assert( !m.has_zlevels() );
10268 stored_mount->spawn( g->u.pos() );
10269 if( critter_tracker->add( stored_mount ) ) {
10270 u.mounted_creature = stored_mount;
10271 }
10272 } else {
10273 u.mounted_creature->setpos( g->u.pos() );
10274 }
10275 }
10276
10277 if( !npcs_to_bring.empty() ) {
10278 // Would look nicer randomly scrambled
10279 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10280 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10281 [this]( const tripoint & c ) {
10282 return !is_empty( c );
10283 } ), candidates.end() );
10284
10285 for( const auto &np : npcs_to_bring ) {
10286 const auto found = std::find_if( candidates.begin(), candidates.end(),
10287 [this, np]( const tripoint & c ) {
10288 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10289 } );
10290 if( found != candidates.end() ) {
10291 // TODO: De-uglify
10292 np->setpos( *found );
10293 np->place_on_map();
10294 np->setpos( *found );
10295 candidates.erase( found );
10296 }
10297
10298 if( candidates.empty() ) {
10299 break;
10300 }
10301 }
10302
10303 reload_npcs();
10304 }
10305
10306 // This ugly check is here because of stair teleport bullshit
10307 // TODO: Remove stair teleport bullshit
10308 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10309 for( monster *m : monsters_following ) {
10310 m->set_dest( g->u.pos() );
10311 }
10312 }
10313
10314 if( rope_ladder ) {
10315 m.ter_set( u.pos(), t_rope_up );
10316 }
10317
10318 if( m.ter( stairs ) == t_manhole_cover ) {
10319 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10320 m.ter_set( stairs, t_manhole );
10321 }
10322
10323 // Wouldn't work and may do strange things
10324 if( u.is_hauling() && !m.has_zlevels() ) {
10325 add_msg( _( "You cannot haul items here." ) );
10326 u.stop_hauling();
10327 }
10328
10329 if( u.is_hauling() ) {
10330 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10331 start_hauling( adjusted_pos );
10332 }
10333
10334 m.invalidate_map_cache( g->get_levz() );
10335 // Upon force movement, traps can not be avoided.
10336 m.creature_on_trap( u, !force );
10337
10339}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:101
@ CMM_CROUCH
Definition: character.h:103
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1445
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:792
int oxygen
Definition: character.h:1524
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1713
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8683
std::string get_name() const override
Definition: character.cpp:5829
void set_underwater(bool x) override
void start_hauling(const tripoint &pos)
Definition: game.cpp:10341
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10376
bool use_mech_power(int amt)
Definition: monster.cpp:2392
Character * mounted_player
Definition: monster.h:460
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9880
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:721
ter_id t_manhole
Definition: mapdata.cpp:720
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1702
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12000
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9355
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4178

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, map::furn_set(), g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), map::move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), Character::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10563 of file game.cpp.

10564{
10565 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10566 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10567 return;
10568 }
10569
10570 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10571 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10572 z_before, z_after );
10573 return;
10574 }
10575 // Figure out where we know there are up/down connectors
10576 // Fill in all the tiles we know about (e.g. subway stations)
10577 static const int REVEAL_RADIUS = 40;
10578 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10579 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10580 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10581
10582 if( !overmap_buffer.seen( cursp_before ) ) {
10583 continue;
10584 }
10585 if( overmap_buffer.has_note( cursp_after ) ) {
10586 // Already has a note -> never add an AUTO-note
10587 continue;
10588 }
10589 const oter_id &ter = overmap_buffer.ter( cursp_before );
10590 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10591 if( z_after > z_before && ter->has_flag( known_up ) &&
10592 !ter2->has_flag( known_down ) ) {
10593 overmap_buffer.set_seen( cursp_after, true );
10594 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10595 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10596 !ter2->has_flag( known_up ) ) {
10597 overmap_buffer.set_seen( cursp_after, true );
10598 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10599 }
10600 }
10601}
bool inbounds_z(const int z) const
Definition: map.h:1672
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10526 of file game.cpp.

10527{
10528 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10529 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10530 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10531 return;
10532 }
10533
10534 // TODO: Implement dragging stuff up/down
10535 u.grab( OBJECT_NONE );
10536
10537 scent.reset();
10538
10539 u.setz( z_after );
10540 const int z_before = get_levz();
10541 if( !m.has_zlevels() ) {
10543 m.access_cache( z_before ).vehicle_list.clear();
10544 m.access_cache( z_before ).zone_vehicles.clear();
10545 m.access_cache( z_before ).map_memory_seen_cache.reset();
10546 m.set_transparency_cache_dirty( z_before );
10547 m.set_outside_cache_dirty( z_before );
10548 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10549 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10550 reload_npcs();
10551 } else {
10552 // Shift the map itself
10553 m.vertical_shift( z_after );
10554 }
10555
10556 m.spawn_monsters( true );
10557 // this may be required after a vertical shift if z-levels are not enabled
10558 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10560 vertical_notes( z_before, z_after );
10561}
void setz(int z)
Definition: character.h:795
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10563
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:405
void set_outside_cache_dirty(const int zlev)
Definition: map.h:442
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6924
std::set< vehicle * > zone_vehicles
Definition: map.h:358
std::set< vehicle * > vehicle_list
Definition: map.h:357

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8720 of file game.cpp.

8721{
8722 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8723 if( u.get_size() > MS_MEDIUM ) {
8724 add_msg( m_warning, _( "You can't fit there." ) );
8725 return false; // character too large to fit through a tight passage
8726 }
8727 if( u.is_mounted() ) {
8728 monster *mount = u.mounted_creature.get();
8729 if( mount->get_size() > MS_MEDIUM ) {
8730 add_msg( m_warning, _( "Your mount can't fit there." ) );
8731 return false; // char's mount is too large for tight passages
8732 }
8733 }
8734 }
8735
8736 if( u.is_mounted() ) {
8737 auto mons = u.mounted_creature.get();
8738 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8739 if( !mons->check_mech_powered() ) {
8740 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8741 mons->get_name() );
8742 return false;
8743 }
8744 }
8745 if( !mons->move_effects( false ) ) {
8746 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8747 return false;
8748 }
8749 }
8750 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8751 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8752
8753 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8754 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8755 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8756
8757 const tripoint furn_pos = u.pos() + u.grab_point;
8758 const tripoint furn_dest = dest_loc + u.grab_point;
8759
8760 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8761 if( grabbed ) {
8762 const tripoint dp = dest_loc - u.pos();
8763 pushing = dp == u.grab_point;
8764 pulling = dp == -u.grab_point;
8765 }
8766 if( grabbed && dest_loc.z != u.posz() ) {
8767 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8768 grabbed = false;
8769 u.grab( OBJECT_NONE );
8770 }
8771
8772 // Now make sure we're actually holding something
8773 const vehicle *grabbed_vehicle = nullptr;
8774 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8775 // We only care about shifting, because it's the only one that can change our destination
8776 if( m.has_furn( u.pos() + u.grab_point ) ) {
8777 shifting_furniture = !pushing && !pulling;
8778 } else {
8779 // We were grabbing a furniture that isn't there
8780 grabbed = false;
8781 }
8782 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8783 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8784 if( grabbed_vehicle == nullptr ) {
8785 // We were grabbing a vehicle that isn't there anymore
8786 grabbed = false;
8787 }
8788 } else if( grabbed ) {
8789 // We were grabbing something WEIRD, let's pretend we weren't
8790 grabbed = false;
8791 }
8792 if( u.grab_point != tripoint_zero && !grabbed ) {
8793 add_msg( m_warning, _( "Can't find grabbed object." ) );
8794 u.grab( OBJECT_NONE );
8795 }
8796
8797 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8798 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8799 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8800 tripoint diff = dest_loc - u.pos();
8801 if( diff.x < 0 ) {
8802 diff.x -= 2;
8803 } else if( diff.x > 0 ) {
8804 diff.x += 2;
8805 }
8806 if( diff.y < 0 ) {
8807 diff.y -= 2;
8808 } else if( diff.y > 0 ) {
8809 diff.y += 2;
8810 }
8811 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8812 dest_loc );
8813 }
8814 return false;
8815 }
8816 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8817 return false;
8818 }
8819 if( u.is_mounted() && !pushing && vp_there ) {
8820 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8821 return false;
8822 }
8823 u.set_underwater( false );
8824
8825 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8826 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8827 const auto dangerous_terrain_opt = get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" );
8828 const auto harmful_text = enumerate_as_string( harmful_stuff );
8829 const auto warn_msg = [&]( const char *const msg ) {
8830 add_msg( m_warning, msg, harmful_text );
8831 };
8832
8833 if( dangerous_terrain_opt == "IGNORE" ) {
8834 warn_msg( _( "Stepping into that %1$s looks risky, but you enter anyway." ) );
8835 } else if( dangerous_terrain_opt == "ALWAYS" && !prompt_dangerous_tile( dest_loc ) ) {
8836 return true;
8837 } else if( dangerous_terrain_opt == "RUNNING" &&
8838 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8839 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8840 return true;
8841 } else if( dangerous_terrain_opt == "CROUCHING" &&
8842 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8843 warn_msg( _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ) );
8844 return true;
8845 } else if( dangerous_terrain_opt == "NEVER" && !u.movement_mode_is( CMM_RUN ) ) {
8846 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8847 return true;
8848 }
8849 }
8850 // Used to decide whether to print a 'moving is slow message
8851 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8852
8853 int modifier = 0;
8854 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8855 modifier = -m.furn( dest_loc ).obj().movecost;
8856 }
8857
8858 int multiplier = 1;
8859 if( u.is_on_ground() ) {
8860 multiplier *= 3;
8861 }
8862
8863 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8864 via_ramp ) * multiplier;
8865 if( grabbed_move( dest_loc - u.pos() ) ) {
8866 return true;
8867 } else if( mcost == 0 ) {
8868 return false;
8869 }
8870 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8871 const int previous_moves = u.moves;
8872 if( u.is_mounted() ) {
8873 auto crit = u.mounted_creature.get();
8874 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8875 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8876 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8877 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8878 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8879 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8880 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8881 return false;
8882 }
8883 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8884 const double encumb_moves = u.get_weight() / 4800.0_gram;
8885 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
8886 if( u.movement_mode_is( CMM_WALK ) ) {
8887 crit->use_mech_power( -2 );
8888 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8889 crit->use_mech_power( -1 );
8890 } else if( u.movement_mode_is( CMM_RUN ) ) {
8891 crit->use_mech_power( -3 );
8892 }
8893 } else {
8894 u.moves -= u.run_cost( mcost, diag );
8895 /**
8896 TODO:
8897 This should really use the mounted creatures stamina, if mounted.
8898 Monsters don't currently have stamina however.
8899 For the time being just don't burn players stamina when mounted.
8900 */
8901 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
8902 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
8903 u.burn_move_stamina( previous_moves - u.moves );
8904 } else {
8905 //Burn half as much stamina if vehicle has wheels, without changing move time
8906 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
8907 }
8908 }
8909 // Max out recoil & reset aim point
8912
8913 // Print a message if movement is slow
8914 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
8915 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
8916 m.has_flag_ter_or_furn( "FUNGUS",
8917 dest_loc ); //fungal furniture has no slowing effect on mycus characters
8918 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
8919 mcost_to > 4 || mcost_from > 4 ) &&
8920 !( u.has_trait( trait_M_IMMUNE ) && fungus );
8921 if( slowed && !u.is_mounted() ) {
8922 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
8923 if( mcost_to >= mcost_from ) {
8924 if( auto displayed_part = vp_there.part_displayed() ) {
8925 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
8926 displayed_part->part().name() );
8927 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8928 } else {
8929 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
8930 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
8931 }
8932 } else {
8933 if( auto displayed_part = vp_here.part_displayed() ) {
8934 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
8935 displayed_part->part().name() );
8936 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8937 } else {
8938 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
8939 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
8940 }
8941 }
8942 }
8943 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
8944 ( !u.footwear_factor() ||
8945 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
8946 // DX and IN are long suits for Cephalopods,
8947 // so this shouldn't cause too much hardship
8948 // Presumed that if it's swimmable, they're
8949 // swimming and won't stick
8950 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
8951
8952 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
8953 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
8954 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
8955 u.mod_fatigue( 1 );
8956 }
8957 }
8958 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
8959 int volume = u.is_stealthy() ? 3 : 6;
8960 volume *= u.mutation_value( "noise_modifier" );
8961 if( volume > 0 ) {
8963 volume = 2;
8964 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
8965 volume = 12;
8966 }
8967 if( u.movement_mode_is( CMM_RUN ) ) {
8968 volume *= 1.5;
8969 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8970 volume /= 2;
8971 }
8972 if( u.is_mounted() ) {
8973 auto mons = u.mounted_creature.get();
8974 switch( mons->get_size() ) {
8975 case MS_TINY:
8976 volume = 0; // No sound for the tinies
8977 break;
8978 case MS_SMALL:
8979 volume /= 3;
8980 break;
8981 case MS_MEDIUM:
8982 break;
8983 case MS_LARGE:
8984 volume *= 1.5;
8985 break;
8986 case MS_HUGE:
8987 volume *= 2;
8988 break;
8989 default:
8990 break;
8991 }
8992 if( mons->has_flag( MF_LOUDMOVES ) ) {
8993 volume += 6;
8994 }
8995 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
8996 "none", "none" );
8997 } else {
8998 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
8999 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9000 }
9002 }
9003
9004 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9005 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9006 "misc", "rattling" );
9007 }
9008 }
9009
9010 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9011 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9012 }
9013
9014 if( dest_loc != u.pos() ) {
9016 }
9017
9018 tripoint oldpos = u.pos();
9019 point submap_shift = place_player( dest_loc );
9020 point ms_shift = sm_to_ms_copy( submap_shift );
9021 oldpos = oldpos - ms_shift;
9022
9023 if( pulling ) {
9024 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9025 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9026 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9027 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9028 m.remove_field( shifted_furn_pos, fd_fire );
9029 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9030 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9031 }
9032
9033 if( u.is_hauling() ) {
9034 start_hauling( oldpos );
9035 }
9036
9038
9039 return true;
9040}
void burn_move_stamina(int moves)
Definition: character.cpp:6989
bool is_stealthy() const
Returns true if the player has stealthy movement.
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3132
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3521
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:872
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6515
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9756
m_size get_size() const override
Get size class of character.
Definition: character.cpp:550
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9646
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8649
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1838
m_size get_size() const override
Definition: monster.cpp:2692
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2498
cata::optional< tripoint > last_target_pos
Definition: player.h:374
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2221
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1633
void do_footstep()
Definition: sounds.cpp:1610

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), Character::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), Character::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2422 of file game.cpp.

2423{
2424 win_screen();
2426 memorial().add(
2427 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2428 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2429 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2430 if( !u.is_dead_state() ) {
2433 }
2434}
void win_screen()
Definition: game.cpp:2436
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), Character::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2436 of file game.cpp.

2437{
2438 // TODO: Move this wall somewhere
2440 std::string msg = _( "You managed to close the portal and end the invasion!" );
2441 msg += '\n';
2442 if( u.is_dead_state() ) {
2444 "Unfortunately, you had to sacrifice your life to achieve this." );
2445 msg += colorize( t, c_red ) + '\n';
2446 memorial().add(
2447 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2448 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2449 } else {
2450 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2451 msg += colorize( t, c_green ) + '\n';
2452 memorial().add(
2453 pgettext( "memorial_male", "Safely closed the portal." ),
2454 pgettext( "memorial_female", "Safely closed the portal." ) );
2455 }
2456 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2457 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2458 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2459 popup( msg );
2460}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), Character::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2761 of file game.cpp.

2762{
2763 const std::string &memorial_dir = PATH_INFO::memorialdir();
2764 const std::string &memorial_active_world_dir = memorial_dir +
2765 world_generator->active_world->world_name + "/";
2766
2767 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2768 if( !assure_dir_exist( memorial_dir ) ) {
2769 debugmsg( "Could not make '%s' directory", memorial_dir );
2770 return;
2771 }
2772
2773 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2774 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2775 return;
2776 }
2777
2778 std::string path = memorial_active_world_dir + filename + ".txt";
2779
2780 write_to_file( path, [&]( std::ostream & fout ) {
2781 memorial().write( fout, sLastWords );
2782 }, _( "player memorial" ) );
2783}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:230

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6059 of file game.cpp.

6060{
6061 const tripoint stored_view_offset = u.view_offset;
6062
6064
6065 const int zone_ui_height = 12;
6066 const int zone_options_height = 7;
6067
6068 const int width = 45;
6069
6070 int offsetX = 0;
6071 int max_rows = 0;
6072
6073 catacurses::window w_zones;
6074 catacurses::window w_zones_border;
6075 catacurses::window w_zones_info;
6076 catacurses::window w_zones_info_border;
6077 catacurses::window w_zones_options;
6078
6079 bool show = true;
6080
6081 ui_adaptor ui;
6082 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6083 if( !show ) {
6084 ui.position( point_zero, point_zero );
6085 return;
6086 }
6087 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6088 TERMX - width : 0;
6089 const int w_zone_height = TERMY - zone_ui_height;
6090 max_rows = w_zone_height - 2;
6091 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6092 point( offsetX + 1, 1 ) );
6093 w_zones_border = catacurses::newwin( w_zone_height, width,
6094 point( offsetX, 0 ) );
6095 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6096 width - 2, point( offsetX + 1, w_zone_height ) );
6097 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6098 point( offsetX, w_zone_height ) );
6099 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6100 point( offsetX + 1, TERMY - zone_options_height ) );
6101
6102 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6103 } );
6104 ui.mark_resize();
6105
6106 std::string action;
6107 input_context ctxt( "ZONES_MANAGER" );
6108 ctxt.register_cardinal();
6109 ctxt.register_action( "CONFIRM" );
6110 ctxt.register_action( "QUIT" );
6111 ctxt.register_action( "ADD_ZONE" );
6112 ctxt.register_action( "REMOVE_ZONE" );
6113 ctxt.register_action( "MOVE_ZONE_UP" );
6114 ctxt.register_action( "MOVE_ZONE_DOWN" );
6115 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6116 ctxt.register_action( "ENABLE_ZONE" );
6117 ctxt.register_action( "DISABLE_ZONE" );
6118 ctxt.register_action( "SHOW_ALL_ZONES" );
6119 ctxt.register_action( "HELP_KEYBINDINGS" );
6120
6121 auto &mgr = zone_manager::get_manager();
6122 int start_index = 0;
6123 int active_index = 0;
6124 bool blink = false;
6125 bool stuff_changed = false;
6126 bool show_all_zones = false;
6127 int zone_cnt = 0;
6128
6129 // get zones on the same z-level, with distance between player and
6130 // zone center point <= 50 or all zones, if show_all_zones is true
6131 auto get_zones = [&]() {
6132 std::vector<zone_manager::ref_zone_data> zones;
6133 if( show_all_zones ) {
6134 zones = mgr.get_zones();
6135 } else {
6136 const tripoint &u_abs_pos = m.getabs( u.pos() );
6137 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6138 const tripoint &zone_abs_pos = ref.get().get_center_point();
6139 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6140 zones.emplace_back( ref );
6141 }
6142 }
6143 }
6144 zone_cnt = static_cast<int>( zones.size() );
6145 return zones;
6146 };
6147
6148 auto zones = get_zones();
6149
6150 auto zones_manager_options = [&]() {
6151 werase( w_zones_options );
6152
6153 if( zone_cnt > 0 ) {
6154 const auto &zone = zones[active_index].get();
6155
6156 if( zone.has_options() ) {
6157 const auto &descriptions = zone.get_options().get_descriptions();
6158
6159 // NOLINTNEXTLINE(cata-use-named-point-constants)
6160 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6161
6162 int y = 1;
6163 for( const auto &desc : descriptions ) {
6164 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6165 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6166 y++;
6167 }
6168 }
6169 }
6170
6171 wnoutrefresh( w_zones_options );
6172 };
6173
6174 cata::optional<tripoint> zone_start;
6175 cata::optional<tripoint> zone_end;
6176 bool zone_blink = false;
6177 bool zone_cursor = false;
6179 zone_start, zone_end, zone_blink, zone_cursor );
6180 add_draw_callback( zone_cb );
6181
6182 auto query_position =
6183 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6184 on_out_of_scope invalidate_current_ui( [&]()
6185 {
6186 ui.mark_resize();
6187 } );
6188 restore_on_out_of_scope<bool> show_prev( show );
6189 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6190 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6191 show = false;
6192 zone_start = cata::nullopt;
6193 zone_end = cata::nullopt;
6194 ui.mark_resize();
6195
6197 popup.on_top( true );
6198 popup.message( "%s", _( "Select first point." ) );
6199
6201
6202 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6203 false );
6204 if( first.position )
6205 {
6206 popup.message( "%s", _( "Select second point." ) );
6207
6208 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6209 true, true, false );
6210 if( second.position ) {
6211 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6212 second.position->x ),
6213 std::min( first.position->y, second.position->y ),
6214 std::min( first.position->z,
6215 second.position->z ) ) );
6216 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6217 second.position->x ),
6218 std::max( first.position->y, second.position->y ),
6219 std::max( first.position->z,
6220 second.position->z ) ) );
6221 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6222 }
6223 }
6224
6225 return cata::nullopt;
6226 };
6227
6228 ui.on_redraw( [&]( const ui_adaptor & ) {
6229 if( !show ) {
6230 return;
6231 }
6232 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6233 zones_manager_shortcuts( w_zones_info );
6234
6235 if( zone_cnt == 0 ) {
6236 werase( w_zones );
6237 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6238
6239 } else {
6240 werase( w_zones );
6241
6242 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6243
6244 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6245 wnoutrefresh( w_zones_border );
6246
6247 int iNum = 0;
6248
6249 tripoint player_absolute_pos = m.getabs( u.pos() );
6250
6251 //Display saved zones
6252 for( auto &i : zones ) {
6253 if( iNum >= start_index &&
6254 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6255 const auto &zone = i.get();
6256
6257 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6258
6259 if( iNum == active_index ) {
6260 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6261 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6262 }
6263
6264 //Draw Zone name
6265 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6266 trim_by_length( zone.get_name(), 15 ) );
6267
6268 //Draw Type name
6269 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6270 mgr.get_name_from_type( zone.get_type() ) );
6271
6272 tripoint center = zone.get_center_point();
6273
6274 //Draw direction + distance
6275 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6276 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6277 direction_name_short( direction_from( player_absolute_pos,
6278 center ) ) );
6279
6280 //Draw Vehicle Indicator
6281 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6282 zone.get_is_vehicle() ? "*" : "" );
6283 }
6284 iNum++;
6285 }
6286
6287 // Display zone options
6288 zones_manager_options();
6289 }
6290
6291 wnoutrefresh( w_zones );
6292 } );
6293
6294 zones_manager_open = true;
6295 do {
6296 if( action == "ADD_ZONE" ) {
6297 do { // not a loop, just for quick bailing out if canceled
6298 const auto maybe_id = mgr.query_type();
6299 if( !maybe_id.has_value() ) {
6300 break;
6301 }
6302
6303 const zone_type_id &id = maybe_id.value();
6304 auto options = zone_options::create( id );
6305
6306 if( !options->query_at_creation() ) {
6307 break;
6308 }
6309
6310 auto default_name = options->get_zone_name_suggestion();
6311 if( default_name.empty() ) {
6312 default_name = mgr.get_name_from_type( id );
6313 }
6314 const auto maybe_name = mgr.query_name( default_name );
6315 if( !maybe_name.has_value() ) {
6316 break;
6317 }
6318 const std::string &name = maybe_name.value();
6319
6320 const auto position = query_position();
6321 if( !position ) {
6322 break;
6323 }
6324
6325 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6326 position->second, options );
6327
6328 zones = get_zones();
6329 active_index = zone_cnt - 1;
6330
6331 stuff_changed = true;
6332 } while( false );
6333
6334 blink = false;
6335 } else if( action == "SHOW_ALL_ZONES" ) {
6336 show_all_zones = !show_all_zones;
6337 zones = get_zones();
6338 active_index = 0;
6339 } else if( zone_cnt > 0 ) {
6340 if( action == "UP" ) {
6341 active_index--;
6342 if( active_index < 0 ) {
6343 active_index = zone_cnt - 1;
6344 }
6345 blink = false;
6346 } else if( action == "DOWN" ) {
6347 active_index++;
6348 if( active_index >= zone_cnt ) {
6349 active_index = 0;
6350 }
6351 blink = false;
6352 } else if( action == "REMOVE_ZONE" ) {
6353 if( active_index < zone_cnt ) {
6354 mgr.remove( zones[active_index] );
6355 zones = get_zones();
6356 active_index--;
6357
6358 if( active_index < 0 ) {
6359 active_index = 0;
6360 }
6361 }
6362 blink = false;
6363 stuff_changed = true;
6364
6365 } else if( action == "CONFIRM" ) {
6366 auto &zone = zones[active_index].get();
6367
6368 uilist as_m;
6369 as_m.text = _( "What do you want to change:" );
6370 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6371 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6372 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6373 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6374 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6375 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6376 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6377 as_m.query();
6378
6379 switch( as_m.ret ) {
6380 case 1:
6381 if( zone.set_name() ) {
6382 stuff_changed = true;
6383 }
6384 break;
6385 case 2:
6386 if( zone.set_type() ) {
6387 stuff_changed = true;
6388 }
6389 break;
6390 case 3:
6391 if( zone.get_options().query() ) {
6392 stuff_changed = true;
6393 }
6394 break;
6395 case 4: {
6396 const auto pos = query_position();
6397 if( pos && ( pos->first != zone.get_start_point() ||
6398 pos->second != zone.get_end_point() ) ) {
6399 zone.set_position( *pos );
6400 stuff_changed = true;
6401 }
6402 break;
6403 }
6404 case 5: {
6405 on_out_of_scope invalidate_current_ui( [&]() {
6406 ui.mark_resize();
6407 } );
6408 restore_on_out_of_scope<bool> show_prev( show );
6409 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6410 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6411 show = false;
6412 zone_start = cata::nullopt;
6413 zone_end = cata::nullopt;
6414 ui.mark_resize();
6415 static_popup message_pop;
6416 message_pop.on_top( true );
6417 message_pop.message( "%s", _( "Moving zone." ) );
6418 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6419 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6420 // local position of the zone center, used to calculate the u.view_offset,
6421 // could center the screen to the position it represents
6422 auto view_center = m.getlocal( zone.get_center_point() );
6423 const look_around_result result_local = look_around( false, view_center,
6424 zone_local_start_point, false, false,
6425 false, true, zone_local_end_point );
6426 if( result_local.position ) {
6427 const auto new_start_point = m.getabs( *result_local.position );
6428 if( new_start_point == zone.get_start_point() ) {
6429 break; // Nothing changed, don't save
6430 }
6431
6432 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6433 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6434 stuff_changed = true;
6435 }
6436 }
6437 break;
6438 default:
6439 break;
6440 }
6441
6442 blink = false;
6443 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6444 if( active_index < zone_cnt - 1 ) {
6445 mgr.swap( zones[active_index], zones[active_index + 1] );
6446 zones = get_zones();
6447 active_index++;
6448 }
6449 blink = false;
6450 stuff_changed = true;
6451
6452 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6453 if( active_index > 0 ) {
6454 mgr.swap( zones[active_index], zones[active_index - 1] );
6455 zones = get_zones();
6456 active_index--;
6457 }
6458 blink = false;
6459 stuff_changed = true;
6460
6461 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6462 //show zone position on overmap;
6463 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6464 // TODO: fix point types
6465 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6466
6467 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6468 } else if( action == "ENABLE_ZONE" ) {
6469 zones[active_index].get().set_enabled( true );
6470
6471 stuff_changed = true;
6472
6473 } else if( action == "DISABLE_ZONE" ) {
6474 zones[active_index].get().set_enabled( false );
6475
6476 stuff_changed = true;
6477 }
6478 }
6479
6480 if( zone_cnt > 0 ) {
6481 blink = !blink;
6482 const auto &zone = zones[active_index].get();
6483 zone_start = m.getlocal( zone.get_start_point() );
6484 zone_end = m.getlocal( zone.get_end_point() );
6485 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6486 } else {
6487 blink = false;
6488 zone_start = zone_end = cata::nullopt;
6489 ctxt.reset_timeout();
6490 }
6491
6492 // Actually accessed from the terrain overlay callback `zone_cb` in the
6493 // call to `ui_manager::redraw`.
6494 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6495 zone_blink = blink;
6497
6499
6500 //Wait for input
6501 action = ctxt.handle_input();
6502 } while( action != "QUIT" );
6503 zones_manager_open = false;
6504 ctxt.reset_timeout();
6505 zone_cb = nullptr;
6506
6507 if( stuff_changed ) {
6508 auto &zones = zone_manager::get_manager();
6509 if( query_yn( _( "Save changes?" ) ) ) {
6510 zones.save_zones();
6511 } else {
6512 zones.load_zones();
6513 }
6514
6515 zones.cache_data();
6516 }
6517
6518 u.view_offset = stored_view_offset;
6519}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:5994
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6017
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7021 of file game.cpp.

7022{
7023#if defined(TILES)
7024 if( tileset_zoom == 64 ) {
7025 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7026 } else {
7028 }
7029 rescale_tileset( tileset_zoom );
7030#endif
7031}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7009 of file game.cpp.

7010{
7011#if defined(TILES)
7012 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7014 } else {
7015 tileset_zoom = 64;
7016 }
7017 rescale_tileset( tileset_zoom );
7018#endif
7019}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 334 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 104 of file avatar.cpp.

105{
106 return g->u;
107}

Referenced by butcher_submenu().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12016 of file game.cpp.

12017{
12018 return *g->grid_tracker_ptr;
12019}

◆ get_map

map & get_map ( )
friend

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 382 of file character.cpp.

383{
384 return g->u;
385}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 333 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 955 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1018 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1035 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1049 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 999 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1000 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1012 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 919 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1010 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 225 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 997 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 953 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1051 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 959 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 224 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 956 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1068 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1070 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1069 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1041 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1042 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1032 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1031 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 950 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 949 of file game.h.

◆ m

map& game::m

Definition at line 963 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), chat(), check_near_zone(), check_zone(), control_vehicle(), delete_cyborg_item(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 947 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 957 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 984 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1040 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 980 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1038 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1036 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1047 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1019 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1045 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1044 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1015 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1034 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 982 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 965 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 951 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1063 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1030 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1014 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 958 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 954 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 986 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1060 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 952 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 966 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 975 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1021 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 964 of file game.h.

Referenced by add_artifact_dreams(), add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), death_screen(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 948 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1025 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 978 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1057 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 990 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1028 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 989 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 988 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1027 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1076 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1017 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 960 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1053 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: